Consumables-G-113308 (d11)

d11 Result Descriptions

1

*# +3 Ammunition (1d5+3)*

Ammunition, generic variant, very rare

You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity (20,000 GP).

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

Arrow (+3 Arrow)
Bolt (+3 Bolt)
Firearm Bullet (+3 Firearm Bullet)
Needle (+3 Needle)
Sling Bullet (+3 Sling Bullet)

Found On: Armaments - Very Rare, Implements - Very Rare

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

Cost: 2800 each

2

*# Bag of Beans (3d4)*

Wondrous item, rare

This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.

If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.

Found On: Arcana - Rare, Implements - Rare

Source: DMG'24, page 233. Available in the SRD 5.2.1 and the Basic Rules (2024).

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Cost: 800gp

3

*# Bloodseeker Ammunition (1d4+2)*

Ammunition, generic variant, very rare

Ranged attack rolls made with this ammunition have advantage against any creature that doesn't have all its hit points.

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

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

Source: BMT, page 66

Cost: 2000gp each

4

*# Efreeti Bottle*

Wondrous item, very rare

When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the DM rolls on the following table to determine what happens.

1d10 Effect

1 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
2-9 The efreeti understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
10 The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.

Found On: Arcana - Very Rare

Source: DMG'24, page 256. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 50000gp

5

*# Gnomengarde Grenade*

Wondrous item

This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making the grenade shine with a rainbow of color when held up in the light.

As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects:

Each creature must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much fire damage on a successful one.

Each creature must make a DC 15 Constitution saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned.

The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead affect the closest creature to the grenade when it goes off.

The grenade explodes immediately if a creature places it in an extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location.

Source: DC

Cost: 450gp

6

*# Potion of Cloud Giant Strength*

Potion, very rare

½ lb.

When you drink this potion, your Strength score changes to 27 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 cloud giant.

Found On: Arcana - Very Rare, Armaments - Very Rare

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

Cost: 19000gp

7

*# Potion of Supreme Healing*

Potion, very rare

½ lb.

You regain 10d4 + 20 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Found On: Implements - Very Rare, Relics - Very Rare

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

Cost: 5000gp

8

*# Sovereign Glue (1d6+1)*

Wondrous item, legendary

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces.

One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.

Found On: Arcana - Legendary, Implements - Legendary

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

Cost: 75000gp

9

*# Spell Scroll (7th Level)*

Scroll, very 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 17 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 18, and the attack bonus is +10.

Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 7 spell is copied in this way, the copier must succeed on a DC 17 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.

Found On: Arcana - Very Rare, Relics - Very Rare

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

Cost: 14000gp

10

*# Universal Solvent*

Wondrous item, legendary

This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces.

You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.

Found On: Arcana - Legendary, Implements - Legendary

Source: DMG'24, page 318. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 50000gp

11

*# White Ghost Orchid Seed*

Adventuring gear

More rarely, the orchids produce a smaller pod holding a single white seed. Among its various magical properties, if a white seed is ground and scattered over a dead body, the body is affected by the resurrection spell. A white ghost orchid seed has no effect if consumed.

Source: JttRC, page 212

Cost: 1000gp