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IntrusivePenDesperateSword
Guest
Hey, y'all, been a while.
So, I've taken upon me the challenge to creatively express myself in public, once a day for 100 days. I chose to do so by creating 5e magic items. On @Astaroth's suggestion, I'll post them here! I have 25 so far, and will update this thread with a new one once a day.
Also note I have no idea how weight, cost and rarity works, so these are all very inaccurate.
So, I've taken upon me the challenge to creatively express myself in public, once a day for 100 days. I chose to do so by creating 5e magic items. On @Astaroth's suggestion, I'll post them here! I have 25 so far, and will update this thread with a new one once a day.
Also note I have no idea how weight, cost and rarity works, so these are all very inaccurate.
Elemental Ward Staff
Staff, Major, Rare
3 lb.
This skeletal staff, in addition to being a Wizard casting focus, has 2d4 charges. When you use a charge as an action, name a type of magical damage. This type may be healing. You have resistance to that type for one minute, or until you use another charge to refresh the effect or apply it with a different type.
While the resistance is in effect, any armor you were wearing magically vanishes, though it returns once you're no longer under the effect.
If you use the staff's last charge, roll 1d20. On a 3 or lower, the staff disintegrates into nothing. The staff regains 1d4 charges every sunrise.
Staff, Major, Rare
3 lb.
This skeletal staff, in addition to being a Wizard casting focus, has 2d4 charges. When you use a charge as an action, name a type of magical damage. This type may be healing. You have resistance to that type for one minute, or until you use another charge to refresh the effect or apply it with a different type.
While the resistance is in effect, any armor you were wearing magically vanishes, though it returns once you're no longer under the effect.
If you use the staff's last charge, roll 1d20. On a 3 or lower, the staff disintegrates into nothing. The staff regains 1d4 charges every sunrise.
Lindal's Tome of Water
Wondrous item, Major, Uncommon
10 lb.
This rune-inscribed tome is magically tethered to the accompanying foldable metal stand. If deployed in a free 5 ft. by 5 ft. area as an action, it can be activated as a bonus action, spouting water in a 10 ft. cone or a 15 ft. line (activator's choice) in a direction the activator designates. A large or smaller creature entering the spray of water or starting its turn there must make a Strength saving throw (save DC 10) or be pushed 5 ft. away from the tome and knocked prone. The tome can be deactivated or its direction changed with a bonus action from the activator. Any water created by the tome disappears a few seconds after creation.
While deployed, the tome is a small object with the following statistics:
Armor Class: 11
Hit Points: 10 (3d6)
Damage Immunities: Poison, Psychic
Once at zero hit points, the tome is destroyed.
One can attempt to sever the tome from the stand with a successful DC 15 Arcana check or casting of Dispel Magic. If untethered, the tome does not need to be deployed, but it cannot be used if it is not held by a creature. Without the stand, it instead weighs 2 lbs.
Wondrous item, Major, Uncommon
10 lb.
This rune-inscribed tome is magically tethered to the accompanying foldable metal stand. If deployed in a free 5 ft. by 5 ft. area as an action, it can be activated as a bonus action, spouting water in a 10 ft. cone or a 15 ft. line (activator's choice) in a direction the activator designates. A large or smaller creature entering the spray of water or starting its turn there must make a Strength saving throw (save DC 10) or be pushed 5 ft. away from the tome and knocked prone. The tome can be deactivated or its direction changed with a bonus action from the activator. Any water created by the tome disappears a few seconds after creation.
While deployed, the tome is a small object with the following statistics:
Armor Class: 11
Hit Points: 10 (3d6)
Damage Immunities: Poison, Psychic
Once at zero hit points, the tome is destroyed.
One can attempt to sever the tome from the stand with a successful DC 15 Arcana check or casting of Dispel Magic. If untethered, the tome does not need to be deployed, but it cannot be used if it is not held by a creature. Without the stand, it instead weighs 2 lbs.
Weapon of Skewering
Generic Variant, Major, Uncommon (Requires Attunement)
You have a +1 to attack and damage rolls with this weapon.
When you hit a creature with this weapon, a magical force blade in the shape of the weapon passes through the target. If another creature stands behind the target within 5 ft. of it, you may make another attack roll against that creature. On a hit, the second creature takes 1d6 + 1 force damage, and the same procedure may be applied to any creature directly behind them, in turn..
Base items. This base variant can be applied to any weapon or ammunition that deals piercing damage.
Generic Variant, Major, Uncommon (Requires Attunement)
You have a +1 to attack and damage rolls with this weapon.
When you hit a creature with this weapon, a magical force blade in the shape of the weapon passes through the target. If another creature stands behind the target within 5 ft. of it, you may make another attack roll against that creature. On a hit, the second creature takes 1d6 + 1 force damage, and the same procedure may be applied to any creature directly behind them, in turn..
Base items. This base variant can be applied to any weapon or ammunition that deals piercing damage.
Switchblade Gauntlet
Simple Weapon, Melee Weapon
1d4 bludgeoning - finesse, light, special
3 gp, 2 lb.
Special. By toggling a switch on the gauntlet as a bonus action, several blades extend from between the fingers of the gauntlet, making the gauntlet instead deal 1d4 slashing damage. These can be retracted as a bonus action, making the gauntlets again deal bludgeoning damage.
Simple Weapon, Melee Weapon
1d4 bludgeoning - finesse, light, special
3 gp, 2 lb.
Special. By toggling a switch on the gauntlet as a bonus action, several blades extend from between the fingers of the gauntlet, making the gauntlet instead deal 1d4 slashing damage. These can be retracted as a bonus action, making the gauntlets again deal bludgeoning damage.
Spectacles of Unfailing Sight
Wondrous item, Minor, Uncommon (Requires Attunement)
While attuned to and wearing these spectacles, if the wearer is affected by the blinded condition through other means than darkness, an image of an eye appears on each of the spectacle's lenses, through which the wearer can see normally. These eyes have the same vision enhancements as the wearer, e.g. darkvision, truesight, etc.
Wondrous item, Minor, Uncommon (Requires Attunement)
While attuned to and wearing these spectacles, if the wearer is affected by the blinded condition through other means than darkness, an image of an eye appears on each of the spectacle's lenses, through which the wearer can see normally. These eyes have the same vision enhancements as the wearer, e.g. darkvision, truesight, etc.
Dark Lantern
Wondrous item, Minor, Uncommon
2 lb.
A Dark Lantern spreads Darkness for 30 ft. and Dim Light for another 30 ft., or Darkness if it's already dim. This darkness is magical, and overrules mundane light sources. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Wondrous item, Minor, Uncommon
2 lb.
A Dark Lantern spreads Darkness for 30 ft. and Dim Light for another 30 ft., or Darkness if it's already dim. This darkness is magical, and overrules mundane light sources. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Mosswool Dust
Wondrous item, Minor, Uncommon
0.05 lb.
This tiny leather pouch holds an amount of the sleep-inducing dust emitted by a Mosswool, a mythical sheep growing moss instead of wool.
A creature can as an action toss the pouch's contents in a 10 ft. cone. Any creature in this area must make a Constitution saving throw with a save DC of 13. On a failure, the creature falls asleep. The creature may retake the saving throw at the start of its turn, ending the effect on a success.
Wondrous item, Minor, Uncommon
0.05 lb.
This tiny leather pouch holds an amount of the sleep-inducing dust emitted by a Mosswool, a mythical sheep growing moss instead of wool.
A creature can as an action toss the pouch's contents in a 10 ft. cone. Any creature in this area must make a Constitution saving throw with a save DC of 13. On a failure, the creature falls asleep. The creature may retake the saving throw at the start of its turn, ending the effect on a success.
Seeking Caltrops
Wondrous item, Minor, Uncommon
2 gp, 2 lb.
As an action, you can spread a single bag of hovering caltrops to cover a 5-foot-cubed volume and say their activation word. Once placed, these magical caltrops hover at various heights throughout the cube. Any creature that gets within 5 ft. of the cube must make a DC 15 Dexterity saving throw, or the caltrops cluster on them, dealing 1d4 piercing damage. Until a creature uses an action to remove them, they deal 1 piercing damage at the start of the affected creature's turn.
Anyone can, by saying the caltrops' activation word within 30 ft. of them, toggle their magical abilities. Once deactivated, they behave like mundane caltrops. If a creature is targeted by the caltrops, deactivating them releases the creature, but the caltrops cover a 5-foot-squared area under the creature.
Wondrous item, Minor, Uncommon
2 gp, 2 lb.
As an action, you can spread a single bag of hovering caltrops to cover a 5-foot-cubed volume and say their activation word. Once placed, these magical caltrops hover at various heights throughout the cube. Any creature that gets within 5 ft. of the cube must make a DC 15 Dexterity saving throw, or the caltrops cluster on them, dealing 1d4 piercing damage. Until a creature uses an action to remove them, they deal 1 piercing damage at the start of the affected creature's turn.
Anyone can, by saying the caltrops' activation word within 30 ft. of them, toggle their magical abilities. Once deactivated, they behave like mundane caltrops. If a creature is targeted by the caltrops, deactivating them releases the creature, but the caltrops cover a 5-foot-squared area under the creature.
Net Bolt
Wondrous item, Minor, Uncommon, Ammunition
0.05 lb, 75 sp.
Once fired from a crossbow, this bolt transforms into an unfurled net, restraining the target like normal yet with no less range than any other crossbow bolt.
Wondrous item, Minor, Uncommon, Ammunition
0.05 lb, 75 sp.
Once fired from a crossbow, this bolt transforms into an unfurled net, restraining the target like normal yet with no less range than any other crossbow bolt.
Clothes of Gleaming
Wondrous item, Minor, Common
This set of simple, light traveller's clothes don't get dirty.
Wondrous item, Minor, Common
This set of simple, light traveller's clothes don't get dirty.
Orb of T'Zuchk
Wondrous item, Major, Uncommon
10 gp, 1 lb
This glassy sphere, when activated, creates a current centered on itself, drawing in any loose dust and fog in a 60 ft. radius. The draft is not strong enough to affect creatures.
Wondrous item, Major, Uncommon
10 gp, 1 lb
This glassy sphere, when activated, creates a current centered on itself, drawing in any loose dust and fog in a 60 ft. radius. The draft is not strong enough to affect creatures.
Crystalline Bracelet
Wondrous item, Minor, Uncommon
20 gp, 0.05 lb.
This leather bracelet is set with a perfectly cut amethyst, and is powered by magic inspired by its order. A creature that puts an ear to the gem can hear a faint, monotone humming noise coming from within.
When you make a roll while wearing the amulet, before seeing the result, activate the bracelet, giving you the same result on your next two die rolls. Once used, this property can't be used again until the next dawn.
Wondrous item, Minor, Uncommon
20 gp, 0.05 lb.
This leather bracelet is set with a perfectly cut amethyst, and is powered by magic inspired by its order. A creature that puts an ear to the gem can hear a faint, monotone humming noise coming from within.
When you make a roll while wearing the amulet, before seeing the result, activate the bracelet, giving you the same result on your next two die rolls. Once used, this property can't be used again until the next dawn.
Gel Limb
Wondrous item, Major, Rare
100 gp, 1 lb.
Once placed against the wound of a missing limb, this fist-sized blob of transparent gel magically assumes the shape of the user's previous respective limb, or an average one for their race and sex if the wearer has never had one.
This limb is magical, and grants the wearer advantage on climbing checks, as well as saving throws to resist being knocked prone, if the limb is in contact with the ground or something equivalent when the saving throw occurs. The limb will stop working, though still hold its shape and stay connected to the wearer if affected by an antimagic field, and the limb will be destroyed if it is exposed to water for one continuous hour.
Wondrous item, Major, Rare
100 gp, 1 lb.
Once placed against the wound of a missing limb, this fist-sized blob of transparent gel magically assumes the shape of the user's previous respective limb, or an average one for their race and sex if the wearer has never had one.
This limb is magical, and grants the wearer advantage on climbing checks, as well as saving throws to resist being knocked prone, if the limb is in contact with the ground or something equivalent when the saving throw occurs. The limb will stop working, though still hold its shape and stay connected to the wearer if affected by an antimagic field, and the limb will be destroyed if it is exposed to water for one continuous hour.
This cool fire trap I snagged from this temple
Wondrous item, Major, Rare
70 gp, 50 lb.
This worn sandstone block has the face of an imp carved on one side, it in turn carved with a variety of runes.
Whenever a creature steps in front of the block, on the side with the face and within 30 ft. of it, the trap uses its reaction to cast the spell Fire Bolt in the direction it is facing. Instead of making a spell attack roll for the trap, the target makes a Dexterity saving throw with DC 15. On its turn (acting on an initiative of 10), if a creature is still in this line of sight, it shoots another Fire Bolt, as above.
Wondrous item, Major, Rare
70 gp, 50 lb.
This worn sandstone block has the face of an imp carved on one side, it in turn carved with a variety of runes.
Whenever a creature steps in front of the block, on the side with the face and within 30 ft. of it, the trap uses its reaction to cast the spell Fire Bolt in the direction it is facing. Instead of making a spell attack roll for the trap, the target makes a Dexterity saving throw with DC 15. On its turn (acting on an initiative of 10), if a creature is still in this line of sight, it shoots another Fire Bolt, as above.
Oil of High/Drow Phow Bick
Potion, Minor, Rare
0.5 lb.
This oil of unknown origins has driven peoples mad trying to figure out how it relates to elves. The opaque black liquid inside the bottle is topped with a handful of water droplets gliding along the oil's surface.
The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature can then, for 1 hour, move through water as though it was air, though not breathe in it, even if they could previously. Water-based attacks harmlessly slide off the creature, and a water elemental's movement is not hindered by them.
Potion, Minor, Rare
0.5 lb.
This oil of unknown origins has driven peoples mad trying to figure out how it relates to elves. The opaque black liquid inside the bottle is topped with a handful of water droplets gliding along the oil's surface.
The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature can then, for 1 hour, move through water as though it was air, though not breathe in it, even if they could previously. Water-based attacks harmlessly slide off the creature, and a water elemental's movement is not hindered by them.
Weapon of Tremors
Generic Variant, Major, Uncommon (Requires Attunement)
You have a +1 to attack and damage rolls with this weapon.
If you miss when attacking with this weapon, you may instead direct the attack towards the ground if applicable. Once you do, everyone on the ground within a 10 ft. radius of the original target must pass a Dexterity saving throw with DC equal to your attack roll, or fall prone.
Base items. This item variant can be applied to any melee weapon that deals bludgeoning damage.
Generic Variant, Major, Uncommon (Requires Attunement)
You have a +1 to attack and damage rolls with this weapon.
If you miss when attacking with this weapon, you may instead direct the attack towards the ground if applicable. Once you do, everyone on the ground within a 10 ft. radius of the original target must pass a Dexterity saving throw with DC equal to your attack roll, or fall prone.
Base items. This item variant can be applied to any melee weapon that deals bludgeoning damage.
Force Weapon
Melee weapon, Major, Uncommon (Requires attunement)
Damage varies
1 lb.
This rune-covered stone handle isn't a weapon in itself, but when activated by a creature attuned to it, the wielder may then as a bonus action name a melee weapon they're proficient with. From the handle then sprouts a glowing magical forcefield in the shape of the named weapon. The weapon holds this shape until the next dawn, or until the attuned creature names another weapon. While active, this item behaves like the named weapon, except that it does not have the Heavy property.
While activated, the weapon emits dim light in a 5 ft. radius. If the wielder names a weapon they are not proficient with, this item does not react, nor if there is not enough room around the handle for the named weapon to form.
Melee weapon, Major, Uncommon (Requires attunement)
Damage varies
1 lb.
This rune-covered stone handle isn't a weapon in itself, but when activated by a creature attuned to it, the wielder may then as a bonus action name a melee weapon they're proficient with. From the handle then sprouts a glowing magical forcefield in the shape of the named weapon. The weapon holds this shape until the next dawn, or until the attuned creature names another weapon. While active, this item behaves like the named weapon, except that it does not have the Heavy property.
While activated, the weapon emits dim light in a 5 ft. radius. If the wielder names a weapon they are not proficient with, this item does not react, nor if there is not enough room around the handle for the named weapon to form.
Ring of Fighting Hand
Wondrous item, Minor, Rare (Requires attunement)
1000 gp
Once attuned to and wearing this ring, an ethereal hand akin to the one created by the spell Mage Hand appears over the wearer's shoulder. This hand does not do anything on its own, but if given a melee weapon that isn't Two-handed and that the wearer is proficient with, it will attack with it.
For the purposes of determining range, the hand counts as being in your space. When a creature enters the hand's range or starts its turn there, the ring's wearer may use their reaction to attack it. When you do, make an attack roll as though you were attacking with the hand's weapon.
Wondrous item, Minor, Rare (Requires attunement)
1000 gp
Once attuned to and wearing this ring, an ethereal hand akin to the one created by the spell Mage Hand appears over the wearer's shoulder. This hand does not do anything on its own, but if given a melee weapon that isn't Two-handed and that the wearer is proficient with, it will attack with it.
For the purposes of determining range, the hand counts as being in your space. When a creature enters the hand's range or starts its turn there, the ring's wearer may use their reaction to attack it. When you do, make an attack roll as though you were attacking with the hand's weapon.
Weapon of Delayed Slash
Generic variant, Major, Uncommon (Requires attunement)
400 gp
You have +1 on attack and damage rolls with this weapon.
When you make an attack roll with this weapon, you may, in addition to attacking normally, use the weapon's ability to set a delayed slash in the same area as the one the attack's target inhabits. If you have set one such slash already, it is removed in favor of the new one. When a creature enters an area with a delayed slash or starts its turn there, you may use your reaction to attack the creature, using the same attack roll as when you set the slash. A delayed slash expires after one day or once it is used in this way.
Base items. This variant can be applied to any melee weapon that deals slashing damage.
Generic variant, Major, Uncommon (Requires attunement)
400 gp
You have +1 on attack and damage rolls with this weapon.
When you make an attack roll with this weapon, you may, in addition to attacking normally, use the weapon's ability to set a delayed slash in the same area as the one the attack's target inhabits. If you have set one such slash already, it is removed in favor of the new one. When a creature enters an area with a delayed slash or starts its turn there, you may use your reaction to attack the creature, using the same attack roll as when you set the slash. A delayed slash expires after one day or once it is used in this way.
Base items. This variant can be applied to any melee weapon that deals slashing damage.
Potion of Floating
Potion, Minor, Uncommon
150 gp
This light blue, transparent fluid appears weightless, making the potion only as heavy as the bottle. When you drink this potion, you and your currently worn equipment are not affected by gravity for one hour.
While weightless this way, you do not fall. If you are pushed, make a Dexterity saving throw with save DC 15. On a failure, you are pushed a distance equal to your movement speed, instead of the regular push distance. At the start of your turn, retake the saving throw, ending the effect on a success. On successive failures you continue using all your movement moving at the same speed in the same direction until you meet an obstacle. While moving this way, you cannot move normally.
While under the effect, your high jump distance is one hundred times its regular value, though each foot jumped still counts towards your movement speed. At the peak of your jump, you stop, but don't naturally fall until the effect wears off.
Water will rapidly push you towards the surface while under the effect, and additional weight is required to keep you under.
Potion, Minor, Uncommon
150 gp
This light blue, transparent fluid appears weightless, making the potion only as heavy as the bottle. When you drink this potion, you and your currently worn equipment are not affected by gravity for one hour.
While weightless this way, you do not fall. If you are pushed, make a Dexterity saving throw with save DC 15. On a failure, you are pushed a distance equal to your movement speed, instead of the regular push distance. At the start of your turn, retake the saving throw, ending the effect on a success. On successive failures you continue using all your movement moving at the same speed in the same direction until you meet an obstacle. While moving this way, you cannot move normally.
While under the effect, your high jump distance is one hundred times its regular value, though each foot jumped still counts towards your movement speed. At the peak of your jump, you stop, but don't naturally fall until the effect wears off.
Water will rapidly push you towards the surface while under the effect, and additional weight is required to keep you under.
Potion of Fumes
Potion, Minor, Common
30 gp
A wispy gas is constantly emitted by the opaque green fluid in this bottle. Upon drinking the potion, the creature drinking it begins to emit a similar, thick green gas in a 5 ft. radius around themselves over the course of the next hour. Other creatures entering the area or starting its turn there and breathing in the gas must make a DC 10 Constitution saving throw, taking 1d6 poison damage on a failed save, and half as much damage on a successful one.
Potion, Minor, Common
30 gp
A wispy gas is constantly emitted by the opaque green fluid in this bottle. Upon drinking the potion, the creature drinking it begins to emit a similar, thick green gas in a 5 ft. radius around themselves over the course of the next hour. Other creatures entering the area or starting its turn there and breathing in the gas must make a DC 10 Constitution saving throw, taking 1d6 poison damage on a failed save, and half as much damage on a successful one.
Potion of Fluidity
Potion, Minor, Uncommon
150 gp
This potion can either be drunk or applied to a creature and its equipment like an oil. The semi-transparent fluid inside the bottle seems to shift, its color changing to the dominant one in its surroundings.
When drunk, the potion lets you similarly adapt to your circumstances. For the next minute, when you take damage of a certain damage type, you gain resistance to that damage type until the effect wears off, or you gain resistance to another damage type this way.
When used to cover a creature, the potion can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the potion takes 1 minute. The affected creature then gains advantage on stealth checks as the potion's color changes to match the environment. This effect lasts for 10 minutes.
Potion, Minor, Uncommon
150 gp
This potion can either be drunk or applied to a creature and its equipment like an oil. The semi-transparent fluid inside the bottle seems to shift, its color changing to the dominant one in its surroundings.
When drunk, the potion lets you similarly adapt to your circumstances. For the next minute, when you take damage of a certain damage type, you gain resistance to that damage type until the effect wears off, or you gain resistance to another damage type this way.
When used to cover a creature, the potion can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the potion takes 1 minute. The affected creature then gains advantage on stealth checks as the potion's color changes to match the environment. This effect lasts for 10 minutes.
Potion of Sleepwalking
Potion, Minor, Uncommon
50 gp
Small, glimmering specks float around in this deep blue liquid. When a creature drinks the potion, then for the next hour, if that creature is brought to sleep, they still count as being unconscious, but with the following exceptions. While they drop prone right away, they can still move, and are not incapacitated. The creature can speak, though only falteringly, and they are aware of their surroundings. Attack rolls against the creature do not have advantage, nor do they automatically hit if within five feet of them. They do also not automatically fail Strength and Dexterity saving throws.
The sleepwalking creature cannot hold concentration on a spell, nor provide verbal components. At the start of the creature's turn, roll a d20. On a 1, the creature instead spends all its movement walking towards the closest other creature, and confesses a secret to them or tells them a nonsensical phrase, the GM's choice. Otherwise, the creature can move and act normally. Upon waking up, the creature does not remember the period in which they were asleep, nor what they did.
Potion, Minor, Uncommon
50 gp
Small, glimmering specks float around in this deep blue liquid. When a creature drinks the potion, then for the next hour, if that creature is brought to sleep, they still count as being unconscious, but with the following exceptions. While they drop prone right away, they can still move, and are not incapacitated. The creature can speak, though only falteringly, and they are aware of their surroundings. Attack rolls against the creature do not have advantage, nor do they automatically hit if within five feet of them. They do also not automatically fail Strength and Dexterity saving throws.
The sleepwalking creature cannot hold concentration on a spell, nor provide verbal components. At the start of the creature's turn, roll a d20. On a 1, the creature instead spends all its movement walking towards the closest other creature, and confesses a secret to them or tells them a nonsensical phrase, the GM's choice. Otherwise, the creature can move and act normally. Upon waking up, the creature does not remember the period in which they were asleep, nor what they did.
Oil of Gold
Potion, Minor, Rare
This thick, golden oil glimmers with what resembles small coins on close inspection. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, whenever you hit a creature with the weapon or ammunition, the oil transmutes blood in contact with the weapon to 1d10 + 1 gp worth of gold. Furthermore, pouring an amount of blood directly into the oil, turns it into an equal weight in gold. After converting one pound of blood this way, the oil is used up.
Potion, Minor, Rare
This thick, golden oil glimmers with what resembles small coins on close inspection. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, whenever you hit a creature with the weapon or ammunition, the oil transmutes blood in contact with the weapon to 1d10 + 1 gp worth of gold. Furthermore, pouring an amount of blood directly into the oil, turns it into an equal weight in gold. After converting one pound of blood this way, the oil is used up.
Bloodthirst potion
Potion, Minor, Rare
3000 gp
This deep crimson potion smells of sweat and adrenaline. A creature that drinks the potion deals the maximum possible damage on critical hits for 1 hour.
Potion, Minor, Rare
3000 gp
This deep crimson potion smells of sweat and adrenaline. A creature that drinks the potion deals the maximum possible damage on critical hits for 1 hour.
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