We’re back with the seventeenth installment of A Handful of Magic Items! I went for a trio of consumables for a few reasons this time around. First and foremost, balance is less of an issue with consumables. Even if your players have access to something maybe a little beyond their level, if you only give them one, once they use it its gone. Second, and building off of the first, it should feel great when they use it! They will accomplish some tough task, say “it’s a good thing we found that item!”, and be thrilled. And then it’s no longer a problem for you as a DM! So without further ado, here’s our items:
Phial of Ice A Phial of Ice can be used in different ways. However it is used, the phial empties and is no longer magical. As an action, you can use the phial to do one of the following:
A creature can drink the contents and then exhale, causing those in front of them to feel the effects of a magical blizzard. All creatures in a 15 foot cone in front of them must make a DC 12 Constitution saving throw, taking 4d6 Cold damage on a failed save and half as much on a successful save.
Starting with a space within 5 feet of them, a creature can splash out the contents in a 15 foot line, causing the ground to become slick with ice. For one minute, this area is considered difficult terrain, and creatures who enter into or end their turn on a space with ice must take a DC 12 Dexterity saving throw, falling prone on a failed save.
A creature may pour the contents onto a melee weapon or 10 pieces of ammunition. For the next minute, the first time each turn that that weapon or ammunition deals damage, it deals an additional 1d6 Cold damage.
This phial is filled with an icy blue liquid, with magical snow swirling about in and around it.
Pebble of Tremors A Pebble of Tremors can be dropped or thrown up to 30 feet away, causing tremors to emanate from it’s location. Roll a 1d6 and consult the chart below.
1-3: Mild tremors emanate from the pebble. Creatures within 15 feet of the pebble must make a DC 12 Dexterity saving throw, falling prone on a failed save.
4-5: Moderate tremors emanate from the pebble. Creatures within 30 feet of the pebble must make a DC 14 Dexterity saving throw, falling prone and taking 2d6 bludgeoning damage on a failed save.
6: Strong tremors emanate from the pebble. All creatures within 60 feet must take a DC 16 Dexterity saving throw, falling prone and taking 4d6 bludgeoning damage on a failed save. These tremors then last for 1d4 turns, and at the start of any creature’s turn they must repeat the save if they stand up from prone or start the turn standing. While the tremors are active, any affected ground is considered difficult terrain.
Once the pebble is thrown, it becomes a normal, nonmagical pebble.
It looks like an ordinary pebble, other than it is constantly shaking and jumping around on its own and glows very faintly in the dark.
Flask of Crushing Goo A creature may make a ranged attack with the Flask of Crushing Goo at a Medium or smaller creature within 30 feet. If a creature is hit with the flask, the crushing goo inside engulfs them and they must make a DC 15 Strength saving throw to struggle out of the goo, otherwise taking 1d6 bludgeoning damage and being restrained until the start of their next turn if they fail. At the start of their turn, a creature engulfed by crushing goo must repeat the saving throw. If an engulfed creature is exposed to fire or takes any fire damage, the goo instantly burns up and falls off.
This flask has a residue of a dark green color around the cap, and the flask itself seems to be breathing as the contents inside move around.
And that’s it for our magic items this time around! I actually had the Flask of Crushing Goo being a lot more punishing initially, with a higher starting DC but having it go down after each saving attempt, fail of success, and also incapacitating on a failed save. I liked it initially for how clutch it could be, but as someone who likes to introduce items to my players by using them against them, this would make a combat entirely no fun for any poor spellcaster hit by this. The Phial of Ice is a multipurpose consumable, obviously, combining a few ordinary magical uses into a single package, allowing you to utilize the utility as needed. I actually don’t think it’s anything special, but I’ve found both my players and my intelligent enemies like choices and finding creative uses for things like this, so I went ahead and smashed it together. And lastly, the Pebble of Tremors I just think is fun. The variable strength means that it might knock down some enemies who are chasing you, or hey you might decimate your own party as well in the process! I like items with potential drawbacks, and this is no exception!
Let us know what you think of these items, and how you would improve them or change them to fit into your campaign! Be sure to join in the discussion over on our Discord channel where we talk tabletop!
Reblogged this on DDOCentral.