Dizziness
Dizziness
The target’s balance becomes unsteady.
Poison, potent
Poison, potent
You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
When a creature takes damage from the coated weapon or ammunition, it makes a DC 14 Constitution saving throw or takes 2d8 poison damage and is poisoned until the end of your next turn.
Poison, advanced
Poison, advanced
You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or takes 2d6 poison damage and is poisoned until the end of your next turn.
Poison, basic
Poison, basic
You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
When a creature takes damage from the coated weapon or ammunition, it makes a DC 12 Constitution saving throw or takes 2d4 poison damage and is poisoned until the end of your next turn.
Ether
Ether
You can use the chemicals in this flask to soak a rag or other small cloth item. An open flask of ether or an ether-soaked rag retains its potency for 1 minute or until you hit with it. While you are grappling a creature, you may make a special melee weapon attack against it using ether. On a hit, the creature makes a DC 12 Constitution saving throw or fall unconscious. The creature remains unconscious for 1 minute, until it takes damage, or until an action is used to shake or slap the creature awake.
Curare
Curare
You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or is stunned until the end of its next turn.
Wonder
Wonder
A wonder is an unusual spellcasting focus such as a sacred flower that never wilts, a prismatic crystalized skull, or a polished burl that whispers with the language of the trees. If you lose a wonder, you can replace it as a ritual that takes 10 minutes and requires 5 gold worth of rare materials. You must be able to cast ritual spells to restore a lost wonder in this way. When you do so, any previous wonders created this way are destroyed.
Grimoire
Grimoire
These large and imposing tomes can function both as a spellbook and as a spellcasting focus.
Many spellcasters rely on a magical focus, an item that allows them to channel their power. Using a spellcasting focus allows a spellcaster to forgo many material components for their spells. A wide variety of items can be turned into magical foci, which fall into three primary categories:
Focus Tattoo
Focus Tattoo
Some spellcasters permanently mark their bodies with symbols of their deity, eldritch runes, or ritualistic symbols. You can apply a focus tattoo over the course of a long rest, after which it functions as a spellcasting focus. Focus tattoos draw on a bearer’s own magics, and must be attuned like a magic item in order to function and require an attunement slot (information on attunement is in Trials & Treasures). When you cast spells with a focus tattoo in this way, you must briefly touch your focus tattoo with your free hand.
Sycamore Petal Poultice
Sycamore Petal Poultice
Consumption of these pulped petals heightens your senses, and after you eat it you gain an expertise die on Wisdom saving throws for 1 hour.