Consumables-B-113286 (d39)

d39 Result Description

1

*# Blood of the Lycanthrope Antidote*

Poison (injury)

This poison is created from blood harvested from a dead or incapacitated lycanthrope in its animal or hybrid form. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy (see the Monster Manual). The curse lasts until removed by the remove curse spell or similar magic.

The type of lycanthropy depends on the lycanthrope used to create the poison. To determine the type of lycanthropy randomly, roll a d6:

d6 Lycanthropy

1-3 Wererat
4-5 Werewolf
6 Wereboar

Source: IMR, page 93

Cost: 220gp

2

*# Bottled Breath*

Potion, uncommon

This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.

If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath.

Source: PotA, page 222

Cost: 140gp

3

*# Dancing Monkey Fruit*

This rare magical fruit produces enough juice to fill a vial. Any humanoid that eats a dancing monkey fruit or drinks its juice must succeed on a DC 14 Constitution saving throw or begin a comic dance that lasts for 1 minute. Humanoids that can't be poisoned are immune to this magical effect.

The dancer must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage, the dancer can repeat the saving throw, ending the effect on itself on a success. When the dancing effect ends, the humanoid suffers the poisoned condition for 1 hour.

Source: ToA, page 205

Cost: 5gp

4

*# Dust of Corrosion*

Wondrous item, uncommon

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 on a failed save, or half as much damage on a successful one.

Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.

Source: WBtW, page 209

Cost: 500gp

5

*# Dust of Deliciousness*

Source: Explorer's Guide to Wildemount

Wondrous item, uncommon

This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.

egw uncommon wondrous-item

Cost: 10gp

6

*# Explosive Seed*

Adventuring gear

This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Source: EGW, page 225

Cost: 20gp

7

*# Faerie Dust (1d6+1)*

A pinch of this dust can substitute for the material components of any enchantment spell of 3rd level or lower. If a pinch of faerie dust is sprinkled on a creature, roll percentile dice and consult the Faerie Dust table to determine the effect.

Faerie Dust

d100 Magical Effect

01-70 The creature sprinkled with dust gains a flying speed of 60 feet for 10 minutes.
71-80 The creature sprinkled with dust must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. The creature awakens if it takes damage or if it is shaken or slapped as an action.
81-90 The creature sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell.
91-00 The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.

Source: SKT, page 35

Cost: 100gp

8

*# Feather Token*

Wondrous item, common

This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.

Source: ERLW, page 277

Cost: 50gp

9

*# Medal of the Horizonback*

Wondrous item, common

When you would be hit by an attack, you can use your reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the medal and able to see the creature that made the triggering attack to use this property. Once this property has been used, it can't be used again, and the medal becomes nonmagical.

Source: CRCotN, page 214

Cost: 50gp

10

*# Medal of the Maze*

Wondrous item, common

When you use an action to trace the maze inscribed on this medal, you gain advantage on Wisdom checks and know the quickest route to the end of any nonmagical path or maze for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.

Source: CRCotN, page 214

Cost: 50gp

11

*# Mind Crystal (Careful)*

Wondrous item, uncommon

This gemstone contains a crystallized bit of spellcasting magic.

When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.

Modify Spell. Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.

Source: PaBTSO, page 218

Cost: 100gp

12

*# Mind Crystal (Distant)*

Wondrous item, uncommon

This gemstone contains a crystallized bit of spellcasting magic.

When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.

Modify Spell. If the spell has a range of 5 feet or more and doesn't have a range of self, the spell's range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.

Source: PaBTSO, page 218

Cost: 100gp

13

*# Mind Crystal (Empowered)*

Wondrous item, uncommon

This gemstone contains a crystallized bit of spellcasting magic.

When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.

Modify Spell. When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls.

Source: PaBTSO, page 218

Cost: 100gp

14

*# Mind Crystal (Extended)*

Wondrous item, uncommon

This gemstone contains a crystallized bit of spellcasting magic.

When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.

Modify Spell. If the spell has a duration of 1 minute or longer, double the spell's duration, to a maximum duration of 24 hours.

Source: PaBTSO, page 218

Cost: 100gp

15

*# Mind Crystal (Heightened)*

Wondrous item, rare

This gemstone contains a crystallized bit of spellcasting magic.

When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp.

Modify Spell. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.

Source: PaBTSO, page 218

Cost: 150gp

16

*# Mummy Rot Antidote*

Potion, uncommon

White dust swirls constantly within this pale gray potion. When you drink the potion, it cures you of mummy rot.

Source: IMR, page 94

Cost: 200gp

17

*# Murgaxor's Elixir of Life*

Adventuring gear

Whoever drinks this concoction gains advantage on death saving throws for 24 hours.

Source: SCC, page 179

Cost: 50gp

18

*# Pot of Awakening*

Wondrous item, common

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an Awakened Shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is Friendly toward you and obeys your commands. Absent commands from you, it does nothing.

Found On: Arcana - Common, Relics - Common

Source: DMG'24, page 289

Cost: 75gp

19

*# Potion of Animal Friendship*

Potion, uncommon

½ lb.

When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).

Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.

Found On: Arcana - Uncommon, Relics - Uncommon

Source: DMG'24, page 287. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 130gp

20

*# Potion of Climbing*

Potion, common

½ lb.

When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.

This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Found On: Arcana - Common, Implements - Common

Source: DMG'24, page 287. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 40gp

21

*# Potion of Comprehension*

Potion, common

½ lb.

When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour.

This potion's liquid is a clear concoction with bits of salt and soot swirling in it.

Found On: Arcana - Common, Implements - Common

Source: DMG'24, page 287

Cost: 40gp

22

*# Potion of Diminution*

Potion, rare

½ lb.

When you drink this potion, you gain the "reduce" effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).

The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

Found On: Arcana - Rare, Implements - Rare

Source: DMG'24, page 287. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 500gp

23

*# Potion of Heroism*

Potion, rare

½ lb.

When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).

This potion's blue liquid bubbles and steams as if boiling.

Found On: Arcana - Rare, Armaments - Rare

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

Cost: 400gp

24

*# Potion of Mind Control (beast)*

Potion, rare

When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

A potion of mind control produces the effect of a dominate beast spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.

Source: TftYP, page 229

Cost: 1600gp

25

*# Potion of Mind Reading*

Potion, rare

½ lb.

When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).

This potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Found On: Arcana - Rare

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

Cost: 400gp

26

*# Potion of Poison*

Potion, uncommon

½ lb.

This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature.

If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.

Found On: Arcana - Uncommon

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

Cost: 60gp

27

*# Potion of Water Breathing*

Potion, uncommon

½ lb.

You can breathe underwater for 24 hours after drinking this potion.

This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Found On: Arcana - Uncommon, Implements - Uncommon

Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 110gp

28

*# Propeller Helm*

Wondrous item, uncommon (requires attunement by a small humanoid)

While worn, the helm allows its wearer to use an action to cast the levitate spell, requiring no components. The helm's propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical.

Source: WDMM, page 251

Cost: 300gp

29

*# Ryath Root*

Adventuring gear

Any creature that ingests a ryath root gains 2d4 temporary hit points. A creature that consumes more than one ryath root in a 24-hour period must succeed on a DC 13 Constitution saving throw or suffer the poisoned condition for 1 hour.

Source: ToA, page 205

Cost: 50gp

30

*# Shatterstick*

4 lb.

A shatterstick is a nonmagical, 12-inch-long, 4-pound stake made of blue-tinged infernal iron mined on Cania, the eighth layer of the Nine Hells. When embedded in earth or pounded into solid rock, the stake emits a seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage.

Source: BGDIA, page 99

Cost: 50gp

31

*# Sinda Berries (10)*

Adventuring gear

These berries are dark brown and bitter. A full-grown sinda berry bush has 4d6 berries growing on it. A bush plucked of all its berries grows new berries in 1d4 months. Picked berries lose their freshness and efficacy after 24 hours.

Fresh sinda berries can be eaten raw or crushed and added to a drink to dull the bitterness. A creature that consumes at least ten fresh sinda berries gains advantage on saving throws against disease and poison for the next 24 hours.

Source: ToA, page 205

Cost: 5gp

32

*# Spell Scroll (2nd Level)*

Scroll, uncommon

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 12 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 2 spell is copied in this way, the copier must succeed on a DC 12 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.

Found On: Arcana - Uncommon, Relics - Uncommon

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

Cost: 100gp

33

*# Spellwrought Tattoo (1st Level)*

Wondrous item (tattoo), common

Produced by a special needle, this magic tattoo contains a single 1st level spell, 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: 300gp

34

*# Theki Root*

Theki root is a type of bitter tasting root that grows in the Othemoor, and is used as a digestive aid. It can also be found near Felderwin, although it is difficult to find.

One dose of theki root can be consumed as an action, after which the consumer has advantage on saving throws against poisonous substances for 8 hours.

Boiled in a particular suspension its restorative properties can be avoided, and instead it can create a potent acid.

Cost: 200gp

35

*# Walloping Ammunition (1d11+14)*

Ammunition, generic variant, common

A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.

Base items. This item variant can be applied to the following base items:

Arrow (Walloping Arrow)
Bolt (Walloping Bolt)
Energy Cell (Walloping Energy Cell)
Firearm Bullet (Walloping Firearm Bullet)
Needle (Walloping Needle)
Sling Bullet (Walloping Sling Bullet)

Found On: Armaments - Common, Implements - Common

Source: DMG'24, page 318

Cost: 25gp each

36

*# Wildroot*

Adventuring gear

Introducing the juice of a wildroot into a poisoned creature's bloodstream (for example, by rubbing it on an open wound) rids the creature of the poisoned condition. Once used in this way, a wildroot loses this property.

Source: ToA, page 205

Cost: 25gp

37

*# Willowshade Oil*

Adventuring gear

A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn.

Source: EGW, page 70

Cost: 30gp

38

*# Winged Ammunition (1d6+3)*

Ammunition, generic variant, uncommon

Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover. In addition, attacking at long range doesn't impose disadvantage on ranged weapon attack rolls made with this ammunition.

Base items. This item variant can be applied to the following base items:

Arrow (Winged Arrow)
Bolt (Winged Bolt)
Firearm Bullet (Winged Firearm Bullet)
Needle (Winged Needle)
Sling Bullet (Winged Sling Bullet)

Source: BMT, page 69

Cost: 50gp each

39

*# Zabou*

Adventuring gear

Zabou mushrooms feed on offal and the rotting wood of dead trees. If handled carefully, a zabou can be picked or uprooted without causing it to release its spores. If crushed or struck, a zabou releases its spores in a 10-foot-radius sphere. A zabou can also be hurled up to 30 feet away or dropped like a grenade, releasing its cloud of spores on impact. Any creature in that area must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The poisoned creature's skin itches for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Source: ToA, page 205

Cost: 10gp