Consumables-D-113294 (d24)

d24 Result Description

1

*# Black Chromatic Rose*

Wondrous item, rare

While this rose is held, it drips acid as a harmless visual effect.

While holding the rose by its stem, you gain resistance to acid damage. If you would take more than 10 acid damage from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an action, you can blow the petals from the rose to produce a 20-foot cone of acid. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 acid damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

Source: WBtW, page 208

Cost: 100gp

2

*# Black Sap*

Adventuring gear

This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.

For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.

Source: EGW, page 152

Cost: 300gp

3

*# Blue Chromatic Rose*

Wondrous item, rare

While this rose is held, it crackles with lightning as a harmless visual effect.

While holding the rose by its stem, you gain resistance to lightning damage. If you would take more than 10 lightning damage from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an action, you can blow the petals from the rose to produce a 20-foot cone of lightning. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

Source: WBtW, page 208

Cost: 100gp

4

*# Dried Leech (1d6 +3)*

Ammunition, generic variant, uncommon

This leech has been dried and imbued with a mote of animating magic. If you hit a creature with a ranged attack roll using this ammunition, the leech springs to life and sinks its teeth into the target, dealing 1d4 piercing damage at the start of each of the target's turns. If the leech deals at least 10 damage or the target dies, the leech falls off. A creature, including the target, can use its action to detach the leech. Once a leech is no longer attached to its target, the leech dies and is no longer magical.

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

Arrow (Dried Leech Arrow)
Bolt (Dried Leech Bolt)
Firearm Bullet (Dried Leech Firearm Bullet)
Needle (Dried Leech Needle)
Sling Bullet (Dried Leech Sling Bullet)

Source: BMT, page 67

Cost: 5gp each

5

*# Elixir of Health*

Potion, rare

½ lb.

When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned.

The clear, red liquid has tiny bubbles of light in it.

Found On: Relics - Rare

Source: DMG'24, page 257. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 120gp

6

*# Green Chromatic Rose*

Wondrous item, rare

While this rose is held, it issues green gas as a harmless visual effect.

While holding the rose by its stem, you gain resistance to poison damage. If you would take more than 10 poison damage from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an action, you can blow the petals from the rose to produce a 20-foot cone of poison. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 poison damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

Source: WBtW, page 208

Cost: 100gp

7

*# Keoghtom's Ointment (1d4+1)*

Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.

Found On: Relics - Uncommon

Source: DMG'24, page 275. Available in the SRD 5.2.1.

Cost: 200gp

8

*# Potion of Aqueous Form*

Potion, rare

When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.

You're under the following effects while in this form:

Liquid Movement. You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter.

Watery Resilience. You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws.

Limitations. You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor.

Source: MOT, page 197

Cost: 700gp

9

*# Potion of Hill Giant Strength*

Potion, uncommon

½ lb.

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

Found On: Arcana - Uncommon, Armaments - Uncommon

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

Cost: 240gp

10

*# Potion of Invulnerability*

Potion, rare

½ lb.

For 1 minute after you drink this potion, you have Resistance to all damage.

This potion's syrupy liquid looks like liquefied iron.

Found On: Arcana - Rare, Armaments - Rare

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

Cost: 2500gp

11

*# Potion of Longevity*

Potion, very rare

½ lb.

When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years.

Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.

Found On: Arcana - Very Rare

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

Cost: 25000gp

12

*# Potion of Maximum Power*

A Potion of Maximum Power is a viscous purple liquid that a spellcaster can drink in order to maximize the damage of a spell.

The potion of maximum power is purple and glows slightly. It smells sweet, but the taste is muddy.

Once a spellcaster drinks the potion, the first damage-dealing spell of level four or lower that they cast within the next minute deals the maximum possible amount of damage.

Cost: 2750gp

13

*# Potion of Mind Control (humanoid)*

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 person 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: 1900gp

14

*# Potion of Psionic Fortitude*

Potion, uncommon

When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself.

This black potion swirls with shimmering flecks of pink and purple.

Source: PaBTSO, page 219

Cost: 100gp

15

*# Quaal's Feather Token, Anchor*

Wondrous item, uncommon

This object looks like a feather.

You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

Found On: Arcana - Uncommon, Implements - Uncommon

Source: DMG'24, page 290. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 1500gp

16

*# Quaal's Feather Token, Fan*

Wondrous item, uncommon

This object looks like a feather.

If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.

Found On: Arcana - Uncommon, Implements - Uncommon

Source: DMG'24, page 290. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 1250gp

17

*# Quaal's Feather Token, Swan Boat*

Wondrous item, rare

This object looks like a feather.

You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.

Found On: Arcana - Rare, Implements - Rare

Source: DMG'24, page 290. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 3000gp

18

*# Quaal's Feather Token, Tree*

Wondrous item, uncommon

This object looks like a feather.

You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

Found On: Arcana - Uncommon, Implements - Uncommon

Source: DMG'24, page 290. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 1000gp

19

*# Quaal's Feather Token, Whip*

Wondrous item, rare

This object looks like a feather.

You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.

As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.

Found On: Arcana - Rare, Implements - Rare

Source: DMG'24, page 290. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 2000gp

20

*# Red Chromatic Rose*

Wondrous item, rare

While this rose is held, it is wreathed in fire as a harmless visual effect.

While holding the rose by its stem, you gain resistance to fire damage. If you would take more than 10 fire damage from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an action, you can blow the petals from the rose to produce a 20-foot cone of fire. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

Source: WBtW, page 208

Cost: 100gp

21

*# Scroll of Protection*

Scroll, rare

Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.

1d100 Creature Type

01-10 Aberrations
11-15 Beasts
16-20 Celestials
21-25 Constructs
26-35 Dragons
36-45 Elementals
46-50 Humanoids
51-60 Fey
61-70 Fiends
71-75 Giants
76-80 Monstrosities
81-85 Oozes
86-90 Plants
91-00 Undead

Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can't enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends.

As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.

Found On: Arcana - Rare, Relics - Rare

Source: DMG'24, page 302

Cost: 700gp

22

*# Spell Scroll (4th Level)*

Scroll, rare

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 14 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 15, and the attack bonus is +7.

Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 4 spell is copied in this way, the copier must succeed on a DC 14 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.

Found On: Arcana - Rare, Relics - Rare

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

Cost: 1100gp

23

*# Spellwrought Tattoo (3rd Level)*

Wondrous item (tattoo), uncommon

Produced by a special needle, this magic tattoo contains a single 3rd 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 +4; the Save DC is 15 and the attack bonus is +7.

Source: TCE, page 135

Cost: 1000gp

24

*# White Chromatic Rose*

Wondrous item, rare

While this rose is held, it is covered in frost as a harmless visual effect.

While holding the rose by its stem, you gain resistance to cold damage. If you would take more than 10 cold damage from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an action, you can blow the petals from the rose to produce a 20-foot cone of cold. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 cold damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

Source: WBtW, page 208

Cost: 100gp