Compounds - Uncommon
Caustic Acid
Use: ActionYou can roll a melee attack roll using Dexterity to splash the contents of this vial onto a creature within 5 feet of you. You can roll a ranged attack roll to throw the vial up to 20 feet, shattering it on impact. On a hit, the target takes 3d8 acid damage. In addtion, if the target creature has natural armour, or is wearing leather armour, it takes one level of corrosion.
Dust of Disappearance
Use: ActionThis powder resembles very fine sand. When you throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 10 minutes. The duration is the same for all subjects. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Dust of Dryness
Use: ActionA crafted pouch contains 10 pinches of dust. You can sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Ink (Rare)
1 ounce bottle used in writing: Sufficient for Lvl. 5-6 spell scroll crafting.Invisible Ink
1 ounce bottle of ink that can only be made visible with spells, traits or items that see the invisible, or by applying a mild acid.Memorandum Parchment
Parchment made from the skin of a magical creature. A singe instance of crafting produces 10 sheets of this magical parchment. After you write a message of fifty words or fewer on the parchment and speak a creature's name, the parchment magically folds into a Tiny folded bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight. There is no maximum range, and the bird will travel an average of 150 miles per day in average weather conditions. The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (-5) in all other abilities, and it is immune to poison and psychic damage. It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.Midnight Oil
When the midnight oil is used to light a lantern, it emits bright light for 5 feet and dim light a further 5 feet for 8 hours. If a creature stays in the light emitted by this oil for the full 8 hours, they get all the benefits of a long rest without needing to sleep, provided they only engage in light activity such as reading, studying, talking, crafting, etc.Oil of the Cold-forged Edge
Use: Bonus ActionA vial of whetstone oil mixed with cold-forged iron powder. This oil can coat a single weapon, or one set of ammunition can be dipped in the oil. The weapon ignores the resistances of celestials, fey, and fiends. The oil lasts for 1 minute.
Oil of Elemental Wrath
Use: Bonus ActionThis oil shimmers with the colour and shapes of it's choosen element. When aplied to a melee weapon or set of ammunition it coats the weapon in an elemental effect (cold, fire, lightning, or thunder) that deals an extra 1d4 of elemental damage on a hit. The oil lasts for 1 minute.
Oil of Elemental's Bane
Use: Bonus ActionThis oil can coat a single weapon for 3 uses, or up to 3 pieces of ammunition can be dipped in the oil for 1 use each. An elemental that takes damage from a weapon or piece of ammunition covered in the oil takes an additional 4d6 damage from the attack. The oil lasts for 1 minute.
Oil of Minor Sharpness
Use: Bonus ActionThis clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon, or one set of ammunition. The coated weapon has a +1 bonus to attack and damage rolls. The oil lasts for 1 minute.
Oil of the Silvered Edge
Use: Bonus ActionA vial of whetstone oil mixed with silver powder. This oil can coat a single weapon, or one set of ammunition can be dipped in the oil. The weapon ignores the resistances of abberations, monstrosities, and undead. The oil lasts for 1 minute.
Oil of Slipperiness
Use: ActionThis oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). The affected creature then gains the effect of a Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours.
Specialized Ingredients
Dust of Corrosion
Use: ActionRequires a Rust Monster Antennae
This dust is made from finely ground rust monster antennae. As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage and 2 levels of corrosion on a failed save, or half as much damage and 1 level of corrosion on a successful one.
Engulfing Grenade
Use: ActionRequires an Acidic Ooze
You can throw an Engulfing Grenade up to 20 ft. Once thrown, the grenade produces a 10 ft. cube of acidic ooze with the grenade as it's center. The cube attempts to engulf any creature caught in the area when it forms, and can contain 1 large creature or 4 medium or smaller creatures. Each creature being engulfed by the cube must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed, and end up adjacent to the cube. A creature that cannot or chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature is engulfed. It enters the cube's space, and takes 3d6 acid damage. The engulfed creature can't breathe, and is restrained. The creature takes 6d6 acid damage at the start of its turn. In addition, any engulfed creature and their gear takes one level of corrosion at the start of its turns. An engulfed creature can try to escape by taking an action to make a DC 12 Athletics check. On a success, the creature escapes and moves into a space of its choice within 5 feet of the cube. Another creature can attempt the same saving throw to extract someone from the cube, but takes 3d6 acid damage in the attempt.
Elemental Gem
Use: ActionRequires an Elemental Fragment
This gem contains a powerful mote of elemental energy. When you break the gem, an elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. The nature of the elemental that provided the ingredient determines the elemental summoned by the spell.
Pixie Dust
Use: ActionRequires an ingredient from a Pixie
You can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.
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