Vessels of Endless Elements

The ever-famous Decanter of Endless Water has been a boon to adventurers since time immemorial. A versatile tool, this wellspring of gifts from the Plane of Water has won battles, restored livelihoods, and flummoxed villains to no end. But it is merely the most famous of its kin, and infinite elemental repositories of all stripes exist across the Forgotten Realms...

Decanter of Endless Water

Wondrous Item, Rare

This stoppered ceramic jug sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the decanter. The water stops pouring out at the start of your next turn. Choose from the following options:

“Stream” produces 1 gallon of water.

produces 1 gallon of water. “Fountain” produces 5 gallons of water.

produces 5 gallons of water. “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall Prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Carafe of Endless Air

Wondrous Item, Rare

This corked glass bottle is so light as to be weightless. It bobs in midair and floats away on the gentlest draft.

You can use an action to remove the cork and speak one of three command words, whereupon fresh air blows out of the bottle. Choose from the following options:

“Breeze” produces a gentle flow of clean air. If the bottle is not secured, it will blow itself away at a speed of 10 feet per round. In an enclosed space, the bottle will constantly replenish the air supply and prevent suffocation. Lasts 1 hour or until the command word is repeated.

produces a gentle flow of clean air. If the bottle is not secured, it will blow itself away at a speed of 10 feet per round. In an enclosed space, the bottle will constantly replenish the air supply and prevent suffocation. Lasts 1 hour or until the command word is repeated. “Gust” produces a burst of stiff wind. This wind is enough to knock over objects, clear dust and dirt, deflect projectiles, and help propel light vehicles. If the bottle is not secured, it will blow itself up to 100 feet away. Lasts 1 round.

produces a burst of stiff wind. This wind is enough to knock over objects, clear dust and dirt, deflect projectiles, and help propel light vehicles. If the bottle is not secured, it will blow itself up to 100 feet away. Lasts 1 round. “Gale” produces a hurricane-force blast of air. If you are holding the bottle, you must succeed on a DC 15 Strength saving throw or be propelled 30 feet away from the blast. Anyone in a 30 foot line in front of the bottle’s opening must succeed on the same saving throw or be pushed 30 feet away. An object that isn’t being worn or carried, weighing no more than 200 pounds, will be knocked over or pushed up to 30 feet away from from the bottle. If the bottle is not secured, it will blow itself several miles away and be destroyed or lost.

Flask of Endless Fire

Wondrous Item, Rare

This metal flask has a screw-top lid and is always warm to the touch. It weighs one half pound and sounds hollow when struck.

You can use an action to remove the lid and speak one of three command words, whereupon fire emits steadily out of the flask. Choose from the following options:

“Warmth” produces a gentle, warming flame that can ward off cold. Provides clear light in a 15-foot radius and dim light in a 30-foot radius. This flame lasts 1d20 hours or until the command word is repeated.

produces a gentle, warming flame that can ward off cold. Provides clear light in a 15-foot radius and dim light in a 30-foot radius. This flame lasts 1d20 hours or until the command word is repeated. “Blaze” produces a roaring pyre that rises five feet away from the flask’s opening. This flame can cook food or incinerate flammable materials. Provides clear light in a 30-foot radius and dim light in a 60-foot radius. This flame lasts 1d6 hours or until the command word is repeated.

produces a roaring pyre that rises five feet away from the flask’s opening. This flame can cook food or incinerate flammable materials. Provides clear light in a 30-foot radius and dim light in a 60-foot radius. This flame lasts 1d6 hours or until the command word is repeated. “Inferno” produces a blast of flame that projects from the flask’s opening, 30 feet long and 1 foot wide. This flame only lasts 1 round. As a bonus action while holding the flask, you can aim the flame at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Dexterity saving throw or take 1d6 Fire damage and burn for 1d4 damage per turn for 1d4 turns. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is ignited and may be pushed up to 10 feet away from you. You may choose to allow the flame to push you up to 20 feet.

Urn of Endless Earth

Wondrous Item, Rare

This covered clay urn is a tall, solid cylinder. It weighs 5 pounds and, when shaken, sounds like clattering rocks and shifting dirt.

You can use an action to remove the cover and speak one of three command words, whereupon an amount of wet mud, dry soil, and/or fist-sized stones (your choice of any combination of the three) pours out of the urn. Mud produced from the urn behaves like mortar as it dries. Ground covered in wet mud or stones counts as difficult terrain. The earth stops pouring out at the start of your next turn.

Choose from the following options: