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Consumables

Non-Magical Goods


Gear that is often used and required to be replaced by adventurers.
 
Torch (1cp): A peace of chemically treated wood with an oiled rag on the end.
 
Rations (5cp): A collection of dried meats, fruits and nuts to sustain you for a single day.
 
Goodberries (1sp): Druidic berries that can sustain a fully grown adult for a single day, extremely light.
 
Oilskin (1sp): 5 hours worth of burning fuel or enough to coat a 5ft square of space.
 
Waterskin (2sp): Two days worth of water stored in an animal skin.
 
Bead of Refreshment (1gp): A small alchemical gelatin bead that turns into a pint of water after being ingested.
 
Soap & Perfume (2gp): A collection of great smelling things to ensure you do too.
 
Hair Tonic (3gp): When used, accelerates hair growth in a patch of skin, allowing for a beard to grow within half a day. A single bottle will cover 20 applications, but is not a cure for baldness.
 
Healer’s Kit (4gp): When used with a healing proficiency, allows you to stabilise a dying ally out of combat. Proficiency in Medicine allows you to grant them 1 hit point after this healing, as well as diagnose mundane diseases and poisons.
 

Fragile Magical Equipment


These non-attunement magical goods are consumed in the use of their small spark of arcane power.
 
Living Chalk (5gp): Enough chalk to draw a small 1 square foot mural. The images drawn are animated in a 2d surface for the next 10 minutes.
 
Credible Ink (15gp): A small well of magical ink that can be used to forge a document of less than 200 words. All forgery attempts using this are rolled with advantage.
 
Skullport Key (50gp): Crafted from the stolen luck of failed thieves, this key is destined for a lock on your journey. When you make a natural 20 on a Thievery check, even without proficiency, you can unlock this lock. The key crumbles to ash once used this way.
 
Midnight Pearl Earring (75gp): You can use an action to drop and stomp on one of these earrings, destroying it casts Darkness for 1d4 rounds.
 
Hush Money (100 gp): Throwing this coin causes a Silence spell to be cast wih a 10ft radius where it lands. Once used, the coin becomes a mundane silver piece.
 

Alchemist Potions


Potions are crafted by Alchemists the world over, they include substances usually focused on damage and common utility items.
 
Alchemical Solvent (5gp): Used to render most Alchemical preparations inert and mundane, including alchemical glues and oils.
 
Alchemical Fire (10gp): When the clay container is broken, the fuse ignites the oil, dealing 2d6 fire damage in a 15ft wide splash and igniting anything that burns.
 
Alchemical Acid (10gp): If the flask is thrown, it deals 1d6 acid damage in a 15ft wide splash. Gives a cumulative -1 to metal armour and weapons it touches.
 
Alchemical Thunder (10gp): When thrown, all creatures within 15ft must make a Dexterity saving throw or be Blinded until the end of its next turn.
 
Tanglefoot Bag (10gp): When the bag spills, it explodes in a web of ultra-sticky tendrils in a 20ft area is difficult terrain, any targets that start their turn must make a DC 12 Strength check or be Restrained.
 
Dwarven Firewhisky (25gp): Consuming it grants you resistance to Fire and Acid damage for the next 4 hours.
 
Alchemical Oil (30gp): When brushed on armour it grants a target Freedom of Movement against nonmagical sources or on ground Grease for the next 8 hours.
 
Alchemical Glue (30gp): Enough glue to cover 1ft square of surface area and will set in about 1 minute.
 
Lesser Dragon Breath (35gp): When the fluid within is imbibed it alters your throat physiology for the next hour, giving you an elemental breath attack (bonus action) that holds 3 breath attacks, DC 12 Dex save to avoid half damage. Once the potion expires you are Silenced until the next short rest. Depending on the Essence used, your breath attack does one of the following:
• Black: 4d6 Acid damage / 15ft sphere within 50ft
• White: 4d6 Cold damage / 30ft cone
• Blue: 4d6 Lightning damage / 60ft line
• Red: 4d6 Fire damage / 30ft cone
 
Alchemical Frost (40gp): When the flask is broken it deals 2d6 cold damage and slows a target it is thrown at, or can chill a 10ft enclosed space to -50 degrees celsius.
 
Alchemical Lightning (40gp): When lit and thrown, it explodes; showering the area within 15ft in copper shrapnel, and deals 2d10 lightning damage to everyone within those 15ft.
 
Eversmoking Bottle (50gp): When opened it creates a 30ft radius of thick black smoke.
 

Herbalism Tinctures


Tinctures are crafted by Herbalists the world over, they include substances usually focused on healing and helping people in strange environments.
 
Cortinarius Oil (5gp): When consumed grants you Darkvision and Sunlight Sensitivity for the next 4 hours.
 
Verbana Oil (5gp): When put on an object it shines with bright 10ft light and 10ft dim light when in darkness or moonlight.
 
Antitoxin (10gp): Removes the Poisoned condition and make you resistant to poison for the next 4 hours.
 
Simple Healing Tincture (10gp): When imbibed restores 2d4 +4 hit points.
 
Essence of the Duergar (15gp): When consumed your size increases by 50% and gives you advantage on strength checks for the next 4 hours. While your transformed all healing effects are halved and you are unable to spend hit die to rest.
 
Essence of the Pixie (15gp): When imbibed your size decreases by 20%, and you gain advantage on dexterity checks and for the next 4 hours. Your weapon attack have disadvantage however.
 
Sleeping Draught (20gp): Makes you incredibly sleepy for the next 4 hours. Con DC 14 to avoid falling asleep.
 
Tincture of Lesser Heroism (20gp): When consumed, you gain 10 temporary hit points that last for 1 hour, but if any creature or source attempts to make you afraid, you are compelled to attack it (DC 12 Charisma check).
 
Healing Tincture (40gp): Restores 4d6 +7 hit points, if you consume more than two in an encounter disadvantage on hit die rolls.
 
Earthen Fortitude (45gp): If the entire thing is consumed, you gain advantage on Athletics checks to climb and hike for the next 4 hours, but your sweat smells strongly.
 
Love Tincture (50gp): When consumed you become Charmed by the next creature you see for 2 hours.
 
Tincture of Lesser Giant Strength (50gp): When consumed it will increase Strength attribute to 21 for the next hour, but give you disadvantage on Acrobatics checks.
 
Essence of the Ranger (60gp): When consumed you cannot be tracked via scent.
 
Tincture of Heroism (60gp): When consumed, you gain 25 temporary hit points that last for 3 hour, but if any creature or source attempts to make you Frightened, you are compelled to attack it (DC 14 Charisma check).
 
Tincture of Resistance (60gp): Expose to a magical source of power and the potion takes on resistance to that elemental type. Consume and gain resistance for the next hour.
 

Runic Ammunition


Ammunition enchanted with runic magic to allow for additional affects. Beloved by Gunners and the Archers of the world.
 
Ammo of Alarming (10gp): Enchanted to explode with elemental magic, ringing out a clap of thunder for 300ft around the target.
 
Ammo of Beastbringer (10gp): Enchanted to be attractive to creatures with a Beast subtype within the 1 mile surrounding area.
 
Ammo of Netting (10gp): Enchanted to transform into an engulfing net around a target with an Escape DC 13.
 
Ammo of Radiant (10gp): Enchanted so it glows with 10ft bright white light and 10t dim light beyond that for the next minute.
 
Ammo of Rope-a-Dope (10gp): Enchanted to transform into a 50ft long rope mid-flight, and grow roots into wherever the arrowhead strikes.
 
Ammo of Ghostflame (50gp): Enchanted to bathe the target in ethereal blue flame. Reveals invisible targets for 1 minute and gives advantage on attack rolls against them.
 
Ammo of Grounding (50gp): Enchanted to reduce flight speed by 10ft for the next minute. If this would reduce them to 0ft they fall.
 
Ammo of Tracker (50gp): Enchanted so you know where it is within 1 mile, and using Locate Object triples the range of the spell.
 
Ammo of Waterbound (50gp): Enchanted to transform into pure spring-water once it strikes.
 

Spell Scrolls


Spell Scrolls are crafted by Scribes the world over, they include substances usually focused on combating magical and mystical threats and enhancing mobility.
 
Scroll of Comprehend Languages (17gp): You understand any spoken language or any writing you touch for the next hour. The understanding is of literal meaning, not arcane or social nuance.
 
Scroll of Chromatic Orb (17gp): Make a +5 attack roll against a target, dealing 15 (element of your choice) damage.
 
Scroll of Disguise Self (17gp): You make yourself (including your clothing, armor, weapons, and other belongings on your person) look different for the next hour. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. Physical interaction reveals it to be an illusion, or an Investigation check higher than a DC 13.
 
Scroll of Expeditious Retreat (17gp): You cast this on a creature, they can use the Dash action as a bonus action on their turn for the next 10 minutes.
 
Scroll of Identify (17gp): You learn the properties and uses of a magically imbued object you are holding, including it’s attunement or any spells stored within. If cast on a creature, you learn the spells that are currently affecting it.
 
Scroll of Jump (17gp): A creature you touch will have their jump distances tripled for the next minute.
 
Scroll of Magic Missile (17gp): You conjure three darts of 1d4 +1 force damage to strike one or several creatures or objects within 120ft.
 
Scroll of Protection (17gp): You are protected from undead and outsiders for the next 10 minutes. Al attacks rolls and saving throws against Charmed, Frightened and possession are at advantage.
 
Scroll of Elemental Blade (62gp): You summon an elemental blade that deals 3d6 damage of either cold, fire or lightning for the next hour.
 
Scroll of Enhance Ability (62gp): Gives the target one of the following affects for the next hour;
• Bull’s Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
• Cat’s Grace: The target has advantage on Dexterity checks. It also gains 20ft of falling without damage.
• Bear’s Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hp.
• Fox’s Cunning: The target has advantage on Intelligence checks. It also has perfect recall of this hour.
• Owl’s Wisdom: The target has advantage on Wisdom check. It also gains or increases darkvision by 15ft.
• Eagle’s Splendor: The target has advantage on Charisma checks. It also increases the volume of your voice.
 
Scroll of Knock (62gp): You explode open a non-magical lock or suppress the Arcane Lock spell for ten minute.
 
Scroll of Locate Object (62gp): You know the direction of a particular object you are familiar with for the next ten minutes if it is within 1,000ft. It can also be used to locate the nearest of a type of object; apparel, furniture, a tool or weapon.
 
Scroll of Misty Step (62gp): You teleport somewhere you can see up to 30ft away.
 
Scroll of See Invisibility (62gp): You see Invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane for the next hour. Ethereal creatures and objects appear ghostly and translucent.
 
Scroll of Suggestion (62gp): You magically suggest, with a sentence or two, a course of action to a creature within 30ft. They oppose a Wisdom DC 14 against the charm, or do as asked for up to the next 8 hours. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.

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Falme.

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