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Myrth

Poison · Very Rare

  • Poison
  • Very Rare
  • Consumable
  • Tier 3-4

Myrth is a very rare poison, no attunement required (weight 0.06 lb, consumable). A mind-altering mushroom grown by the Drow, with much stronger effects on surface-dwellers. Rules: A creature subjected to this poison must succeed on a DC 14 Constitution saving throw, which they can choose to fail.

Item Details

Type
Poison
Rarity
Very Rare
Weight
0.06 lb
Consumable
Yes
Attunement
Not required

Description

A creature subjected to this poison must succeed on a DC 14 Constitution saving throw, which they can choose to fail. On a failure, the creature becomes Charmed for up to 1 hour. While charmed in this way, the creature begins to smile and giggle uncontrollably, struggling to retain control over themselves. Affected creatures can make the saving throw again at the end of their turns, ending the effect on a success.

The creature's Intelligence score is reduced by 4. At the start of each of the creature's turns, they must make an Intelligence saving throw and consult the table below to determine how they must behave on their turn.

If more Myrth is within eyesight of an affected creature at the start of their turn, instead of making an Intelligence saving throw and consulting the table they make an Intelligence saving throw with a fixed DC of 14. On a failure, they must spend their turn attempting to ingest more Myrth. This resets the remaining duration of the poison's effects.

Before the Myrth is harvested, this magical lure effects creatures even without having been ingested. When a creature starts its turn within 15 feet of a Myrth mushroom that is still growing, it must make a DC 14 Intelligence saving throw and spend their turn attempting to ingest the mushroom if they fail the save. Myrth mushrooms that have been harvested no longer affect creatures prior to ingestion.

When the effects wear off, the creature cannot clearly remember what happened while they were under the poison's effects.

Drow have been cultivating and recreationally ingesting Myrth for years and have developed a resistance to its effects. Drow feel no magical pull towards the mushroom, and when a Drow ingests Myrth they feel only a pleasant fuzzing of their mind and experience the following effects for 1 hour:

  • Reduced Intelligence: Their Intelligence score is reduced by 2.
  • Calm Mind: They roll with advantage when making saving throws to avoid or end the Frightened condition.
  • Vivid Color: They experience the world in color, even when relying on Darkvision.

Related Magic Items

Frequently Asked Questions about Myrth

What rarity is Myrth?
The rarity on Myrth is very rare, which places it at tier 3 to tier 4 (levels 11-20).
Does Myrth require attunement?
No attunement is needed for Myrth. The item activates as soon as the character picks it up and uses it.
Is Myrth a consumable?
Yes — Myrth is a single-use consumable. Once activated, it is spent and cannot be reused.
How much does Myrth weigh?
Myrth weighs 0.06 lbs. It counts against the carrier's normal encumbrance.
What kind of magic item is Myrth?
By 5e classification, Myrth is a poison.
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QR code linking to Myrth — https://www.doungim.com/dnd/magic-items/myrth Scannable QR code encoding the URL https://www.doungim.com/dnd/magic-items/myrth. Point a phone camera at this code to open the Myrth page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.
Scannable QR code encoding the URL https://www.doungim.com/dnd/magic-items/myrth. Point a phone camera at this code to open the Myrth page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.