Alchemical Items
Items made using alchemy. In a technical sense, if its not magic its chemistry, but no one would correct you unless they were being pedantic.
All objects on the below table are Tiny, most are between 8 and 16 ounces.
If a below object doesn't specify what action it is used with, it is activated using the Manipulate Item Innate Action.
All of the below objects are Consumables unless stated otherwise, meaning that they become unusable after the first time they're used (however their containers such as glass bottles or fragments of clay do not).
All objects on the below table are Tiny, most are between 8 and 16 ounces.
If a below object doesn't specify what action it is used with, it is activated using the Manipulate Item Innate Action.
All of the below objects are Consumables unless stated otherwise, meaning that they become unusable after the first time they're used (however their containers such as glass bottles or fragments of clay do not).
Item Name | Inventory Space |
Cost | Effect |
---|---|---|---|
Lighter | 0 | 1 | A metal flask full of flammable oil. Used to Ignite flammable objects, or can be used twice to ignite a flamable creature. This is not a Consumable. If a Lighter is the target of an attack which deals Fire Damage, the lighter explodes dealing 5d4 fire damage in a 1 Space AoE. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
Heatstone | 0.25 | 3 | While wielded, the wielder has resistance to Cold Weather until the start of their next turn. This is not a Consumable. |
Coldstone | 0.25 | 3 | While wielded, the wielder has resistance to Hot Weather until the start of their next turn. This is not a Consumable. |
Smoke Bomb | 0.25 | 1 | A clay cylinder with a fuse. When lit, it may be thrown with 1 Attack with a range of 6, targeting a single Space. At the end of the thrower's turn, the Smoke Bomb goes off, creating a 2 Space AoE of smoke. Ranged Attacks made into the smoke, and attacks made within the smoke are made at disadvantage. Any creature which starts their turn inside the smoke begins coughing, becoming Jarred. The cloud dissipates at the end of the thrower's second turn after the Smoke Bomb went off. Jarred: You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. If you would become Jarred, but you are already Jarred, you instead become Staggered. |
Fragmentation Bomb | 0.25 | 1 | A textured black sphere with a fuse. When lit, it may be thrown with 1 Attack as a ranged throwing attack with a range of 6, targeting a single Space. At the end of the thrower's turn, the Fragmentation Bomb explodes, dealing 3d6 Piercing Damage in a 2 Space AoE. Any target which was in the center of the AoE takes an additional 2d6 Piercing Damage, or may instead spend their Reaction to cover the bomb with their body, becoming prone (if possible), reducing the size of the AoE to 0, and instead taking a total of 6d6 damage. |
Fire Bomb | 0.25 | 1 | A textured red clay sphere with a fuse. When lit, it may be thrown with 1 Attack with a range of 6, targeting a single Space. At the end of the thrower's turn, the Fire Bomb explodes, dealing 4d6 Fire Damage in a 1 Space AoE. Any target which was in the center of the AoE may instead spend their Reaction to cover the bomb with their body, becoming Prone (if possible), reducing the size of the AoE to 0, and instead taking a total of 6d6 damage. All targets which take this Fire Damage become Ignited. Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
Acid Bomb | 0.25 | 1 | A glass vial full of black bubbling ooze. May be thrown with 1 Attack with a range of 4, targeting a single Space. When thrown, the glass shatters, reducing the guard of all targets in a 1 space AoE by 5, then dealing 3d8 Acid Damage in a 1 Space AoE. |
Poison Bomb | 0.25 | 1 | A glass vial full green bile. May be thrown with 1 Attack with a range of 4, targeting a single Space. When thrown, the glass shatters, dealing 1d6 poison damage in a 2 space AoE and leaving a cloud of poison, dealing this damage again against any target which begins or ends their turn in this AoE. The cloud dissipates at the end of the thrower's second turn after the Poison Bomb was thrown. |
Bottled Fire | 0.25 | 1 | When uncorked with 1 Attack, the fire pours out of the bottle in a puddle wherever the wielder upturns or splashes within 2 spaces, Igniting a single target. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
Bottled Lightning | 0.25 | 1 | When uncorked with 1 Attack, the lightning shoots out of the bottle in a 3 Space Line wherever the wielder points it, dealing 1d20 Lightning Damage. |
Bottled Wind | 0.25 | 1 | When uncorked with 1 Attack, this bottle unleashes a spiraling 3 Space AoE of wind, shoving all liquids and gasses outside of the AoE until the end of the uncorker's turn (liquids and gasses do not refill the space unless they have a reason to, such as if this Bottle is opened under water, or in an atmosphere entirely comprised of the gas (such as air)). All fires in the AoE are put out. |
Bottled Decay | 0.25 | 1 | When poured on something dead, it decomposes one hundred times faster, reducing plants to withers, and creatures to dry bones. When poured on something living with 1 Attack with a range of 10ft, the target takes 3d6 Necrotic Damage. When poured on a corporeal undead (which is also not a skeleton) with 1 Attack with a range of 10ft, the target takes 3d6 True Damage. |
Bottled Ice | 0.25 | 1 | When uncorked with 1 Attack, the ice pours out of the bottle in a puddle wherever the wielder upturns or splashes within 2 spaces coating a single target in ice, dealing 2d6 Cold Damage, and reducing the target's Move Speeds by 1. If the target was flying, and it was poured on their wings, they instantly fall 2 Spaces. If the target was made of liquid, or submerged in water, this damage is doubled. When poured on a liquid with 1 Attack, the liquid freezes. When poured on a single Space with 1 Attack, it creates a sheet of ice. Any creature which Walks through this square becomes prone, and takes 2d6 Fall Damage, unless they started or ended their movement in this space. This item has no effect in Hot Weather. Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. |
Bag O' Bombs | 4 | 5 | Choose an item which has "Bomb" or "Bottled" in the name. This bag has a functionally infinite number of the chosen item. There is nothing special or magical about this bag. This is not a Consumable. The bag cannot produce more than 5 of the chosen item in a single round. This bag is Immune to Fire Damage. If this bag takes Magma Damage, the entire bag instantly explodes gloriously in a 3 Space AoE, dealing 24 Fire Damage, then at the end of the next full Round after this explosion, the remaining bombs explode, dealing 24 damage in a 4 Space AoE. |
Health Potion | 0.25 | 2 | The drinker heals 10+Level HP. |
Greater Health Potion | 0.5 | 4 | The drinker heals 10+Level+Level HP. |
The Effective Health Potion | 1 | 6 | The drinker heals 25% of their Maximum HP (rounded up). |
Vance's Powerful Panacea | 1 | 6 | The drinker heals 10+Level+Level HP, and gains Poison Immunity, Poison Damage Immunity, Bleed Damage Immunity, and Panicked Immunity for 2 rounds, and being cured of any single disease. |
Mana Potion | 0.25 | 3 | The drinker gains +8 Mana. |
Greater Mana Potion | 0.5 | 6 | The drinker gains +15 Mana. |
The Effective Mana Potion | 1 | 9 | The drinker gains +22 Mana. |
Vance's Magnificent Mana Potion | 1 | 12 | The drinker gains +30 Mana. |
Potion of Enlargement | 1 | 5 | The drinker gains +1 Size for 1 minute. |
Potion of Enhugment | 1 | 12 | The drinker gains +2 Size for 1 minute. |
Potion of Belittlement | 1 | 3 | The drinker gains -1 Size for 1 minute. |
Potion of Beteensyment | 1 | 8 | The drinker gains -2 Size for 1 minute. |
Potion of Fast Feet | 1 | 5 | The drinker gains +2 Walk Speed for 1 minute. |
Potion of Long Leaps | 1 | 6 | The drinker gains +2 Leap Speed for 1 minute. |
Potion of Flighty Flight | 1 | 6 | The drinker gains +1 Fly Speed for 1 minute. |
Potion of Light Levitation | 1 | 8 | The drinker gains +1 Levitate Speed for 1 minute. |
Potion of Gentle Fall | 1 | 5 | The drinker falls slowly and reduces all Fall Damage they would take as if they had fallen from half as high until they land. |
Potion of Feather Fall | 1 | 8 | The drinker falls slowly and reduces all Fall Damage they would take to 0 until they land. |
Potion of Stretchy Body | 1 | 8 | The drinker's arms and legs become rubbery, gaining +1 Reach and Resistance to Bludgeoning Damage, and Lightning Damage, and Immunity to Falling Damage. |
Potion of Water Walking | 1 | 3 | The drinker gaining the ability to walk on liquids for one minute. (They are capable of submerging into the water instead, but must do so deliberately, or be dragged down). |
Potion of Passing | 1 | 5 | The drinker and any objects the drinker is wearing and/or carrying becomes Incorporeal for one minute. Incorporeal: You cannot interact with the physical world, you pass through all physical objects and creatures, and become immune to Physical Damage (Piercing, Slashing, Bludgeoning, and Earth). You cannot move unless you have a levitate speed. You do not have a size class while you are Incorporeal. Adamantine and lead cannot become Incorporeal. |
Potion of Obvious Lies | 1 | 3 | The drinker's palms turn impossibly bright red for one minute the next time they lie within 7 days. (The palms of targets with red skin instead turn blue). |
Oil | .5 | 1 | Yellowy brown, semi-viscus, and hydrophobic liquid. Good for greasing pans for cooking, and for lubricating machines and firearms. When poured on a single Space with 1 Attack, it pools in the square making it slick. Any creature which Walks through this square becomes Prone, and takes 2d6 Fall Damage, unless they started or ended their movement in this space. Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. |
The Oil of Mending | .5 | 2 | An oily blue fluid with visible flecks of gold, magically enchanted with transmutation. When this fluid became easy to produce in large quantities, the world's economy shifted for better or for worse. This oil can be poured and spread onto a single small or smaller object and repair it perfectly to its original state, regardless of how mangled, broken, or shattered it is, so long as 90% of the item remains, and so long as the item was made of cloth, earth, wood, stone, and/or metal (with the exception of gold, lead, and adamantine). A Dwarf who drinks this liquid heals 15 HP. WARNING: For external use only. This item knows the difference between things which were deliberately segmented for the purpose of duplication, and things which were broken and need repaired, and only effects items which require repairs. |
The Oil of Magnificent Mending | 1 | 10 | An oily golden fluid which shines blue in the right light, magically enchanted with unparalleled transmutation. Impossible to produce in large quantities. This oil can be poured and spread onto a single small or smaller object, and repair it perfectly to its original state, regardless of how mangled, broken, or shattered it is, so long as 50% of the item remains, and so long as the item was made of cloth, earth, wood, stone, gemstone, and/or metal (with the exception of adamantine). This item knows the difference between things which were deliberately segmented for the purpose of duplication, and things which were broken and need repaired, and only effects items which require repairs. |
Vance's Repair Oil | .5 | 4 | Formerly Vance's Oil of Magnificent Mending, before legal disputes (same great product!) This oil can be poured and spread onto a single tiny or smaller object, and repair it to its original shape, so long as 70% of the item remains, it was made of cloth, earth, wood, stone, and/or metal (with the exception of mithril, gold, lead, and adamantine), and so long as the broken remains of the item are assembled into the shape you wish it to take. The parts mend together into this shape, regardless of the item's original form. |
Oil of Breaking | .5 | 1 | An oily crimson fluid with visible flecks of gold, magically enchanted with transmutation. May be uncorked with 1 Attack with a range of 2 on any target, dealing 1d10 Magma Damage. This damage ignores all Damage Thresholds. |