

Flurry of MushroomsĪt 6th level, you can use your magic to allow you to throw devastating clusters of detonating mushroom caps. While in this mushroom-growing form, you can expend one spell slot to regain 1 use of explosive caps per level of the spell slot expended. You are proficient with explosive caps.Įxplosive caps deal your proficiency bonus times 1d6 points of force damage on a successful hit. You treat explosive caps as simple ranged weapons with the finesse and thrown (range 20/60) properties. Thrown explosive caps detonate and cannot be salvaged after combat. You gain a total number of explosive caps equal to twice your proficiency bonus + your Wisdom modifier.Įxplosive caps last for 1 day or until you complete a long rest before withering and becoming inert. Starting at 2nd level, you can use your Wild Shape on your turn as a bonus action to grow special, magically imbued explosive mushroom caps on yourself.Įxplosive caps are drawn as part of the Attack action.

Your proficiency bonus is doubled for any ability check you make using either of those skills chosen. You also become proficient in your choice two of the following skills: Insight, Medicine, Nature, Stealth or Survival. Once you have used this feature, you can’t use it again until you finish a short or long rest. Your behavior persists until the end of your next turn. Suffering only mild hallucinations, you can act and move normally. You become confused, hallucinating crawling swarms of insects on yourself and others. You must succeed on your choice of either a Dexterity or Wisdom saving throw against your own spell save DC on each of your turns for the duration or fall prone. You don‘t move or take actions this turn, instead becoming entranced by the translucent, rococo patterns you see covering every nearby surface. You can‘t take any other action this turn. To determine the direction, roll a d8 and assign a direction to each die face. You use all your movement to move in a random direction. Instead of being subjected to the usual effects that prompted the saving throw, roll d10 on Table: Hallucinogenic Visions: Table: Hallucinogenic Visions d10 Starting at 2nd level, when you fail an Intelligence, Wisdom or Charisma saving throw, you can take your reaction to escape into the psychotropic visions that have become second nature to you.
