Injections
Injections usually come in small glass vials containing liquid with a needle attached to its end. As an action, you can inject yourself with its liquid contents and activate the effects on you.
Weight: 0.5
Comes with an empty vial. You can take 1 minute to drain your own blood with this syringe, while choosing how many of your current Hit Dice you want to store in it. For every Hit Die, you lose 1 Hit Point.
As an action, you may inject yourself with this syringe if it has stored blood, drained in the last hour. Doing so allow you to immediately roll the Hit Dice stored to recover Hit Points, using your own Constitution modifier.
Once used, the Kit can still be used to transfer blood, but loses the ability to transfer Hit Dice
Weight: 0.5
Contains a dark blue bubbling liquid. You get 10 temporary hit points. It leaves a taste of blueberry on your mouth
Weight: 0.5
Contains a silver liquid with solid metal fragments. You get +2 AC for 1 hour. It leaves a taste of iron on your mouth
Weight: 0.5
Contains a bright yellow liquid that slightly glow in the dark. You get darkvision out to a range of 60 feet for 4 hours. Your eyes turn to yellow for the duration
Weight: 0.5
Contains green and red liquids that do not mix. You now may photosynthesize, given that you lay in direct sunlight with most of your body exposed. After 2 hours photosynthesized you require no sustenance for the next 24 hours. Your blood turns green for the durat
Weight: 0.5
Contains a boiling red liquid. For every 10 hit points of damage that you take, while under the effect of this injection, you deal an extra 1 damage with weapon attacks and damage dealing spells
Weight: 0.5
Contains steam in a vial. After using this injection, you can use a bonus action to exhale steam in a 20-foot cube originating from you, its area is heavily obscured for 1 hour or until a strong wind disperses it. It leaves a strong taste of garlic on your mouth, as well as bad breath.
Blood Transfusion Kit
Cost: 10 gpWeight: 0.5
Comes with an empty vial. You can take 1 minute to drain your own blood with this syringe, while choosing how many of your current Hit Dice you want to store in it. For every Hit Die, you lose 1 Hit Point.
As an action, you may inject yourself with this syringe if it has stored blood, drained in the last hour. Doing so allow you to immediately roll the Hit Dice stored to recover Hit Points, using your own Constitution modifier.
Once used, the Kit can still be used to transfer blood, but loses the ability to transfer Hit Dice
Blueberry Juice
Cost: 20 gpWeight: 0.5
Contains a dark blue bubbling liquid. You get 10 temporary hit points. It leaves a taste of blueberry on your mouth
Iron Hide
Cost: 100 gpWeight: 0.5
Contains a silver liquid with solid metal fragments. You get +2 AC for 1 hour. It leaves a taste of iron on your mouth
Nightwatch
Cost: 50 gpWeight: 0.5
Contains a bright yellow liquid that slightly glow in the dark. You get darkvision out to a range of 60 feet for 4 hours. Your eyes turn to yellow for the duration
Photosynthetic Blood
Cost: 10 gpWeight: 0.5
Contains green and red liquids that do not mix. You now may photosynthesize, given that you lay in direct sunlight with most of your body exposed. After 2 hours photosynthesized you require no sustenance for the next 24 hours. Your blood turns green for the durat
Raging Bull
Cost: 25 gpWeight: 0.5
Contains a boiling red liquid. For every 10 hit points of damage that you take, while under the effect of this injection, you deal an extra 1 damage with weapon attacks and damage dealing spells
Vampire Slayer
Cost: 20 gpWeight: 0.5
Contains steam in a vial. After using this injection, you can use a bonus action to exhale steam in a 20-foot cube originating from you, its area is heavily obscured for 1 hour or until a strong wind disperses it. It leaves a strong taste of garlic on your mouth, as well as bad breath.
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