Additional Consumable Items

A rogue lurks in the shadows as she watches her mark, carefully applying a poison to her knife while she waits. An artificer attaches an explosive to the wall of a building from an alleyway. A Ranger quietly places a hunting trap in front of the cave of his prey. While the world of Dungeons and Dragons features many mystical and magical items, there are plenty of mundane non-magical objects that can useful in the hands of a skilled adventurer. Whether it's to give greater utility to martial classes, or to deal with an anti-magic field, there's always room for non-magical utility items. Here's a collection of non-magical items designed for combat.

What's the point?

What's the point of these items? There's a few reasons: to provide martial classes with more options. In particular the Thief subclass of the Rogue, which falls behind other Rogue archetypes without items to use with the 'Fast Hands" feature. It also provides an option for stronger consumable items in low-magic settings. Most importantly, some players just want to do different or creative things while playing D&D. These items are intended to serve as blueprints for creative players who decide they want to craft new items.

Scaling save DCs

Most of these items subject a target to a saving throw, and list a specific DC for the target. However, if you are crafting the item yourself, and you are proficient in the tools used to create it, the save DC would increase by your proficiency bonus. Similarly, a damaging effect from a trap or bomb would increase by the character's proficiency bonus as well. For example, if a level 1 character proficient in tinker's tools creates a hunting trap, the dexterity save DC would be 15.

Crafted items

Artificers aren't the only class that can create new items. These items are generally assumed to be crafted by a player character with the appropriate tool proficiencies. This is also why these items may appear to be relatively inexpensive for their effects. A flour bomb isn't likely to be on sale at the nearest store, but an adventurer proficient in tinker's tools could reasonably buy flour, metal springs, and gunpowder to create a flour bomb at a relatively low cost.

Poisons

Giant Piercer Poison

Cost: 700 gp

700 gp Con Save DC: 18

18 Poison Type: Injury

Injury Effect: A poison created to bypass the natural resilience of giants. A creature that fails the saving throw takes 3d6 poison damage.

Crippling Poison

Cost: 200 gp

200 gp Con Save DC: 15

15 Poison Type: Injury

Injury Effect: A creature that fails the saving throw becomes poisoned for 1 hour, and it's speed is reduced by half while poisoned.

Werebane oil

Cost: 250 gp

250 gp Con Save DC: 17

17 Poison Type: Injury

Injury Effect: This poison has no effect unless the target creature is a lycanthrope. A creature that fails the saving throw takes 3d6 poison damage and becomes poisoned for 1 hour.

Pufferfish Poison

Cost: 250 gp

250 gp Con Save DC: 15

15 Poison Type: Injury

Injury Effect: A creature that fails the saving throw becomes poisoned for 1 minute, and is paralyzed while the poison is active.

Spellchoker Dust

Cost: 250 gp

250 gp Con Save DC: 13

13 Poison Type: Inhaled

Inhaled Effect: A creature that fails the saving throw becomes poisoned for 1 minute. While under the effects of this poison, the creature has disadvantage on constitution saving throws to maintain concentration on spells.

Blackout venom