Consumables-A-113239 (1d21)

1d21 Result Result

1

*# Bead of Nourishment*

Wondrous item, common

This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.

Found On: Arcana - Common, Implements - Common

Source: DMG'24, page 235. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 1gp

2

*# Bead of Refreshment*

Wondrous item, common

This flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.

Found On: Arcana - Common, Implements - Common

Source: DMG'24, page 235

Cost: 1gp

3

*# Medal of Muscle*

Source: Critical Role - Call of the Netherdeep

Wondrous item, common

You can squeeze this medal tightly in the palm of your hand as an action. Doing so gives you advantage on Strength checks and Strength saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

commoncr:cnwondrous-item

Cost: 50gp

4

*# Medal of the Conch*

Source: Critical Role - Call of the Netherdeep

Wondrous item, common

When you use an action to rub this medal, you gain a swimming speed equal to your walking speed for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

commoncr:cnwondrous-item

Cost: 20gp

5

*# Medal of the Meat Pie*

Source: Critical Role - Call of the Netherdeep

Wondrous item, common

You gain 2d4 + 2 temporary hit points when you use an action to press this medal to your mouth. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

While magical, this medal is slightly warm to the touch (as if it’s fresh from the oven) and smells faintly of baked pie crust.

commoncr:cnwondrous-item

Cost: 40gp

6

*# Medal of the Wetlands*

Source: Critical Role - Call of the Netherdeep

Wondrous item, common

When you use an action to trace the edge of this medal, difficult terrain doesn’t cost you extra movement for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

commoncr:cnwondrous-item

Cost: 20gp

7

*# Medal of Wit*

Source: Critical Role - Call of the Netherdeep

Wondrous Item, Common

You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

commoncr:cnwondrous-item

Cost: 50gp

8

*# Menga Leaves (1 oz)*

Adventuring gear

The dried leaves of a menga bush can be ground, dissolved in a liquid, heated, and ingested. A creature that ingests 1 ounce of menga leaves in this fashion regains 1 hit point. A creature that ingests more than 5 ounces of menga leaves in a 24-hour period gains no additional benefit and must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 hour. The unconscious creature awakens if it takes at least 5 damage on one turn.

A healthy menga bush usually has 2d6 ounces of leaves. Once picked, the leaves require 1 day to dry out before they can confer any benefit.

Source: ToA, page 205

Cost: 2gp

9

*# Moodmark Paint*

Wondrous item, common

This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute.

For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.

Source: GGR, page 180

Cost: 5gp

10

*# Mystery Key*

Wondrous item, common

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Found On: Arcana - Common, Implements - Common

Source: DMG'24, page 280

Cost: 25gp

11

*# Olisuba Leaf*

Adventuring gear

These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest.

Source: EGW, page 70

Cost: 50gp

12

*# Paper Bird (1d6 + 3)*

Wondrous item, uncommon

After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper 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.

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.

Paper birds usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment.

Source: WDH, page 191. Also found in IMR, page 94.

Cost: 25gp

13

# Perfume of Bewitching

Wondrous item, common

This tiny vial contains magic perfume, enough for one use. You can take a Magic action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have Advantage on all Charisma (Deception and Persuasion) checks made to influence a creature within 5 feet of yourself.

Found On: Arcana - Common, Implements - Common

Source: DMG'24, page 284

Cost: 50gp

14

*# Potion of Healing*

Potion, common

½ lb.

This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points. The potion's red liquid glimmers when agitated.

Found On: Implements - Common, Relics - Common

Source: DMG'24, page 288. Also found in PHB'24, page 228. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 50gp

15

*# Potion of Watchful Rest*

Potion, common

When you drink this potion, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves.

Source: WDMM, page 62

Cost: 50gp

16

*# Pressure Capsule*

Wondrous item, common

This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see "Unusual Environments" in chapter 5 of the Dungeon Master's Guide).

Source: GoS, page 229

Cost: 75gp

17

*# Soothsalts*

Adventuring gear

Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours.

For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses.

Source: EGW, page 152

Cost: 150gp

18

*# Spell Scroll (1st Level)*

Scroll, common

A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.

If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 11 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.

If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5.

Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 1 spell is copied in this way, the copier must succeed on a DC 11 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.

Found On: Arcana - Common, Relics - Common

Source: DMG'24, page 305. Also found in PHB'24, page 228. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 50gp

19

*# Spell Scroll (Cantrip)*

Scroll, common

A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost.

If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 10 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect.

If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5.

Found On: Arcana - Common, Relics - Common

Source: DMG'24, page 305. Also found in PHB'24, page 228. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 30gp

20

*# Spellwrought Tattoo (Cantrip)*

Wondrous item (tattoo), common

Produced by a special needle, this magic tattoo contains a single cantrip, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.

The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.

Source: TCE, page 135

Cost: 50gp

21

*# Vial of Thought Capture*

This dark blue vial allows you to read another's surface thoughts and capture them as thought strands, storing the strands within the vial. As an action, you can activate the vial to target a creature you can see within 10 feet of you to learn its surface thoughts and pull the thoughts learned out of the creature's head as a tangible glowing string of energy known as a thought strand. The strands can be stored in the vial for up to 24 hours or until the vial reaches capacity, in which case the oldest strands dissipate. A creature affected by the vial knows that its thoughts are being probed.

The vial can also store thought strands created by the encode thoughts cantrip. It does not extend the duration of those strands beyond 8 hours, but stored strands do not disappear if you cast encode thoughts again during the duration of the cantrip.

The vial has 3 charges and can store up to 3 thought strands. It regains all its charges daily at dusk.

Source: AZfyT, page 4

Cost: 100gp