Steal These D&D 5e Magic Items: Consumable Combo Edition
I think everyone loves getting magic items. By which I mean that I really don’t want to know anyone who sees a magic item and doesn’t get a small twinge of excitement when the item card or description comes their way. That’s part of the joy of this kind of game. Loot is cool. More loot, by proxy, has to be cooler right?
I was once a Monty Haul DM. If you don’t know that reference, that’s fine. It’s an antique. I have to be exceedingly careful with it. It’s due back to the Smithsonian any minute now. Suffice to say, I liked giving out a lot of magic from the word “go,” and only really considered stopping when my campaign world was on fire and all semblance of balance had flown out the window.
I was reading the Eternal Champion series and I thought that maybe sentient soul-stealing swords would be a cool idea. I was 13. Sue me.
Anyway, in the intervening years, I realized that fewer magic items in the early game is typically the wiser way to handle things. This is especially true if you’re dealing with a table that has a couple of power-gamers. However, I’ve still got that itch to portray a fantastic world with amazing treasures, and people like loot. What’s to be done?
Consumables. Magic items that can only be used once, but provide a solid tactical or narrative benefit. These are resources that are 1) cool and 2) not going to swing the entire balance of your campaign off the deep end. This means that you can feel free to liberally sprinkle them throughout your campaign without worrying too much. I mean…there’s always that guy that hoards all of the consumables then blows them all in the big final fight. But that’s kind of narratively interesting too, right?
Anyway, before I talk myself out of this let me share with you, dear readers:
The Consumable Grab-Bag!
Reputedly, brewed to keep marching soldiers on their feet through forced marches, this dark, brown brew smells like nothing so much as cinnamon tossed on top of pond water and pine-tar. It’s watery, and yet, has a layer of crunchy bits down at the bottom of the vial. These must be chewed to reap the full effects.
Upon drinking a Longmarch Draught, a character removes a single level of exhaustion and may spend a hit-dice to regain hit points as if they just gained the benefits of a short rest.
These stones are smooth and lustrous like obsidian, but feel as brittle as a water-cracker. Enchanted for the dungeon-delver on the go, Lore Stones when broken over an object reveal the nature of any enchantments or special properties. This includes command words, limitations, or curses.
This slightly waxy grey stick of slick grease comes wrapped in cheesecloth or muslin. The contents stain the fabric an ashy gray. Don’t think too hard about the logistics.
When consumed–why would you do that?–flybutter allows a character to walk on walls as if under the effects of a spiderclimb spell for 1d4 minutes. It also expands a character’s visual perception to encompass 360 degrees while the flybutter is in their system. While under the influence of flybutter, characters receive advantage on visual Perception checks and Dexterity saving throws to avoid danger.
This earthenware jar is filled with a thick, gritty red paste. The inside of the jar is incredibly glossy. It has an acrid smell, like something burning and putting off plumes of blue smoke.
When spread over natural or worked stone surfaces, Brickbrittle transforms the stone into glass. An average jar of Brickbrittle contains enough applications to turn a 10x10x5 surface transparent or a 20x20x10 surface translucent. When applied to a construct like a Stone Golem or similar creature, Brickbrittle adds a damage Vulnerability to Bludgeoning damage.