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Your homebrew uncommon consumables?
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<blockquote data-quote="jgsugden" data-source="post: 8499888" data-attributes="member: 2629"><p>I thought it might be fun for us to share some of the fun uncommon (cheaper) consumable magic items (potions, dusts, oils, scrolls, tokens, etc...) that we've created for our games to inspire other DMs with fun things to make available in places where magic is sold that the DM wants make distinct and fun. I like to have items tht PCs have not encountered, that require some thought on how to use them, and can be really cool when used ingeniously. Here are a few of my own from my vaults that I have used in the 5E era (all are consumed when used as described, although a few have minor uses before they are consumed):</p><p></p><p><strong>Potion of Polymorph - Squirrel: </strong>As the spell, but you can only turn into a squirrel. You must maintain concentration, and as per the spell, have the mental capabilities of a squirrel.</p><p></p><p><strong>Restore Stone: </strong>You drop this stone and speak a command word (both as a free action). At the end of the current turn you teleport back to where the stone is.</p><p></p><p><strong>Echo Shell: </strong>As an action you can activate this sea shell. When you do so, you can specify a specific time within the past 24 hours.You can listen to the horn and for 5 rounds the shell will emit the sounds that were made within 5 feet of the shells current location. If thunder damage was dealt during that time, that will also be echoed, although any attack rolls are made with a 0 bonus and all saves are against a DC 10. </p><p></p><p><strong>Potion of Resilience: </strong>Each potion os Resilience is aligned to one of the 6 attribute scores. For 10 minutes you gain proficiency with that attributes saving throws. If you are already proficienct, you gain a bomnus equal to half your proficiency bonus to that saving throw.</p><p></p><p><strong>Oil of Contact: </strong>Over 1 minute you rub this oil into a target object or creature with your hands, claws or tentacles. For the next 72 hours you know the direction and distance to that target so long as it is on the same plane and so long as it is substantially whole. </p><p></p><p><strong>Arrow of Force: </strong>When you fire this arrow, it performs as a normal arrow except that it is treated as a magical weapon and it can't be fired beyond short range. However, it leaves behind it a 1/2 inch wide column of force similar to a very thin and very long wall of force that will remain until the end of three rounds (ending at the end of the current creature's turn, three rounds later). </p><p></p><p><strong>Platform Shoe Grips: </strong>While worn, these bone footwear attachments work like crampons. As a bonus action, the wearer can speak a command word and consume the shoe grips to have them transform into a 20 foot tall and 5 foot wide square tower made of bone and wood. Theuser's beat are bound to thetop of the tower until an acton is used to detach from them. The tower has AC 15, 18 hps, and is vulnerable to thunder and force damage.</p><p></p><p><strong>Light Stones: </strong>When found there are typically 3d6 stones found together. They function as magical ammunition, but when they come to rest after being shot with a sling, they generate the light spell for 1 minute. </p><p></p><p><strong>Redux Potion: </strong>You may consume this potion as a bonus action. If you do, the last several seconds are undone, returning everything to how it was at the start of your turn. However, you are stunned until the start of your next turn. </p><p></p><p><strong>Lightning Speed Snap: </strong>You may break this small wooden bar as an action. Once you do so, you may begin moving in a straight line using normal movement (not flight, climbing, crawling, burrowing, etc...). So long as you keep moving in a straight line and do not use a reaction or action (including bonus actions) or engage in any activity other than movement, your movement does not count against your movement limit for the round. You may not use this object if your speed is zero, and standing up from prone breaks the effect. Changes in elevation of more than 1 foot within 5 feet of travel also end the effect.</p><p></p><p><strong>Mechanical Spider: </strong>This 6 inch wide spider toy can be activated using an action. Once activated, it will climb straight forward until it reaches an obstacles. Once it does, it will change direction randomly and continue. It moves 20 feet per turn and has a climb speed of 20 feet. It will treat liquids as obstacles and will not choose to enter liquids. It stips moving after 10 feet.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8499888, member: 2629"] I thought it might be fun for us to share some of the fun uncommon (cheaper) consumable magic items (potions, dusts, oils, scrolls, tokens, etc...) that we've created for our games to inspire other DMs with fun things to make available in places where magic is sold that the DM wants make distinct and fun. I like to have items tht PCs have not encountered, that require some thought on how to use them, and can be really cool when used ingeniously. Here are a few of my own from my vaults that I have used in the 5E era (all are consumed when used as described, although a few have minor uses before they are consumed): [B]Potion of Polymorph - Squirrel: [/B]As the spell, but you can only turn into a squirrel. You must maintain concentration, and as per the spell, have the mental capabilities of a squirrel. [B]Restore Stone: [/B]You drop this stone and speak a command word (both as a free action). At the end of the current turn you teleport back to where the stone is. [B]Echo Shell: [/B]As an action you can activate this sea shell. When you do so, you can specify a specific time within the past 24 hours.You can listen to the horn and for 5 rounds the shell will emit the sounds that were made within 5 feet of the shells current location. If thunder damage was dealt during that time, that will also be echoed, although any attack rolls are made with a 0 bonus and all saves are against a DC 10. [B]Potion of Resilience: [/B]Each potion os Resilience is aligned to one of the 6 attribute scores. For 10 minutes you gain proficiency with that attributes saving throws. If you are already proficienct, you gain a bomnus equal to half your proficiency bonus to that saving throw. [B]Oil of Contact: [/B]Over 1 minute you rub this oil into a target object or creature with your hands, claws or tentacles. For the next 72 hours you know the direction and distance to that target so long as it is on the same plane and so long as it is substantially whole. [B]Arrow of Force: [/B]When you fire this arrow, it performs as a normal arrow except that it is treated as a magical weapon and it can't be fired beyond short range. However, it leaves behind it a 1/2 inch wide column of force similar to a very thin and very long wall of force that will remain until the end of three rounds (ending at the end of the current creature's turn, three rounds later). [B]Platform Shoe Grips: [/B]While worn, these bone footwear attachments work like crampons. As a bonus action, the wearer can speak a command word and consume the shoe grips to have them transform into a 20 foot tall and 5 foot wide square tower made of bone and wood. Theuser's beat are bound to thetop of the tower until an acton is used to detach from them. The tower has AC 15, 18 hps, and is vulnerable to thunder and force damage. [B]Light Stones: [/B]When found there are typically 3d6 stones found together. They function as magical ammunition, but when they come to rest after being shot with a sling, they generate the light spell for 1 minute. [B]Redux Potion: [/B]You may consume this potion as a bonus action. If you do, the last several seconds are undone, returning everything to how it was at the start of your turn. However, you are stunned until the start of your next turn. [B]Lightning Speed Snap: [/B]You may break this small wooden bar as an action. Once you do so, you may begin moving in a straight line using normal movement (not flight, climbing, crawling, burrowing, etc...). So long as you keep moving in a straight line and do not use a reaction or action (including bonus actions) or engage in any activity other than movement, your movement does not count against your movement limit for the round. You may not use this object if your speed is zero, and standing up from prone breaks the effect. Changes in elevation of more than 1 foot within 5 feet of travel also end the effect. [B]Mechanical Spider: [/B]This 6 inch wide spider toy can be activated using an action. Once activated, it will climb straight forward until it reaches an obstacles. Once it does, it will change direction randomly and continue. It moves 20 feet per turn and has a climb speed of 20 feet. It will treat liquids as obstacles and will not choose to enter liquids. It stips moving after 10 feet. [/QUOTE]
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