10 New Consumable Magic Items for your D&D Games
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"The years die, burned to nothing by time, darkening my memory with their passing-like soot that builds upon a hearth beam. I am Mordenkainen, and although I do not look it, I am old. I have outlived rivals, enemies, and friends. I have lived long enough to see rivals become friends and friends become enemies-and to see enemies returned to the fold of friendship. But for a few dust-mad liches dreaming in their lonely tombs, my friends and I represent the last of the old guard. Who born in the last forty years can measure themselves an ounce of the worth of Otiluke, Bigby, Tenser, or Robilar-or even Rary or Evard?
Bah! What does it matter? I grow self-pitying as I approach the end of a century. Surely the young fools who test the wards upon my vaults are no younger or more foolish than my companions and I were when we delved into the dungeons of Castle Greyhawk or Maure Castle. They all have their reasons, just as we did long ago.
And what are those reasons? What draws adventurers today to plumb the death-trap depths of the earth and brave the terrors of curse-bound ruins? What called us to do the same in the past-and drives me still?
It all boils down to power: the wealth that can buy it and the magic that can wrest it from the ether."
-Mordenkainen, Magnificent Emporium-
The world of Dungeons & Dragons is filled with powerful wizards, dragons, and most importantly, treasure. One of the best parts of playing D&D is gathering lots of fun and powerful trinkets. One of my favorite things to do in my game offers consumable magic items. Potions are the most obvious, but also rare meals that offer blessings or spell components to enhance a specific type of spell. Below are 10 more consumable magic items for your stories and campaigns.
Bolt Lily
Wondrous, uncommon
This blue and purple flower can only be found atop mountains near the area where a bolt of lightning strikes the ground. When you cast a spell of 1st-level or higher that deals lightning damage, you can add the bolt flower to the material components of the spell. If you do, a target that takes lightning damage from the spell must succeed a DC 13 Constitution saving throw or be stunned until the start of your next turn. The bolt lily is consumed by the spell.
Chili-Mince Cornbread
“A traditional traveler's snack made with fresh steamed dough mixed with corn rounded and baked. The bread is cut in half and hollowed out and filled with diced chili peppers and small chunks of peppered meat ”
Wondrous item, rare
This delectable meal was magically infused by the chili peppers that were grown in an area filled with the ashes of a dying fire elemental. There is enough bread for one use. When you spend 1 minute eating the cornbread, you gain advantage in resistance to cold damage as well as you are immune to the effects of extreme cold temperatures. Additionally, you can cast the dragon’s breath a number of times equal to your proficiency bonus. These effects last for up to 1 hour. Spells such as dispel magic or similar effects will end the magical effect.
Dust of the Fallen
Wondrous item, rare
This ashen black sand can only be found around desecrated lands. A place where blood was spilled during an evil ritual such as a human sacrifice. When you cast a spell of 1st-level or higher from the necromancy school of magic, you can add the dust of the fallen to the material components of the spell. If you do, the spell is cast as if it was 1-level higher, up to a maximum of 9th level. This consumes only the original spell slot. You can apply multiple uses of the dust of the fallen to a single spell. If you do, the spell may backfire. Roll a d20. If you roll less than 10 + the number of uses of the dust of the fallen. The spell is still successful, but 1d4 hostile ghosts are conjured in the nearest unoccupied spaces around the caster.
An Arcana check of DC 17 is required to gather and store the dust. On a success, the creature gathers enough material for 1d4 uses. On a failed check, the creature gathering the material suffers the effects of the ray of enfeeblement for 24 hours. This effect can only be removed by the remove curse spell or similar magic.
Feybread Biscuit
“This hard but tasty fruit-filled biscuit enhances your recuperative powers and increases your strength and stamina for a short while after consumption.”
Wondrous item, uncommon
This delectable magic-infused, fruit-filled bread is found in a small leaf wrapping. There is enough bread for one use. When you spend 1 minute eating the biscuit, you gain advantage on both Strength and Constitution. Additionally, you gain 2d6 temporary hit points. These effects last for up to 1 hour. Spells such as dispel magic or similar effects will end the magical effect.
Frigid Whetstone
A weapon honed with this translucent blue crystal whetstone becomes coated in a magical icy frost.
Wondrous item, rarity varies
As a bonus action, you can touch this whetstone to a melee or ranged weapon. The weapon is imbued with ice magic that erupts from the weapon for 1 minute. The frigid wisps of frost dance from the weapon. While the weapon is imbued with magic, it deals extra damage based on its rarity and its speed is reduced by 10 feet until the start of your next turn. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
The whetstone can be used only once, after its power is consumed it turns to ash.
...Frigid Stone Rarity Damage
Common 1d4
Greater... Uncommon 2d4
Superior... Rare 2d6
Supreme... Very Rare 4d6
Kobold Mystery Meat Kabob
“This common kobold treat is a mix of pretty much whatever meat they can find. By adding a bit of crushed simple herbs and tossing it on a thin branch, they make for a better meal than trail rations. But not by much.”
Wondrous, common
This collection of mismatched cubed meats tossed onto a sick is a go-to for every kobold. Their mix of preparation, seasoning, and, well, whatever else they can find puts a warm fire in your belly. There is enough on the kabob for one use. When you spend 1 minute eating the kabob, you gain advantage on Wisdom (Perception) checks while in dim or dark light. This effect lasts for up to 1 hour. The effect ends if you are unconscious or become affected by a spell such as dispel magic or similar effects will end the magical effect.
Potion of Lifeshield
Potion, Uncommon
This yellow mixture shields you from danger, but at the cost of your life force, with a sweet taste of lemon. When you drink this potion, you gain the power to bend your life energy into a protective magical barrier for 1 minute. Spend a number of Hit Dice equal to up to half your level. Add your Constitution modifier to the total number rolled, you gain temporary hit points equal to the total.
Scorch Rose
Wondrous, uncommon
This red and orange flower can only be found around lava pits or near an area where lava flows regularly. When you cast a spell of 1st-level or higher that deals fire damage, you can add the scorch rose to the material components of the spell. If you do, targets that take fire damage from the spell must succeed a DC 15 Constitution saving throw or begin burning and take an additional 2d4 fire damage at the start of each of its turns for five turns. If the target or an ally within 5 feet of the target can use an action to put out the burning flames and end this effect. The scorch rose is consumed by the spell. A nature check of DC 17 is required to harvest the flower. Or suffer the effects of a burning hands spell.
Solar Grenade
Wondrous, Uncommon
Grenades are explosive vials that detonate on impact or with a timer set by a command word up to 1 minute. When detonated they explode on the initiative count of your choice (losing all ties). As an action, you can throw a grenade at a point you can see within 60 feet + your Strength score. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much as on a successful one. This item is destroyed.
Vision Dust
Wondrous item, Rare
Blessed by the power of fate, this sparkling crystalline sand grants glimpses into the future. The dust stored inside a flask or jar when found contains 1d4 +1 ounces of vision dust.
The dust can be poured out onto a liquid surface as an action. You can pour 1 or more ounces to cast one of the following spells from it. Augury (1 ounce), Divination (3 ounces) or Foresight (5 ounces). The spell consumes the dust material component during the casting.
Related Article: Witiker's Well of Wondrous Magic Item Generator
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