Equipment

Consumables

All 60 SRD consumables (one-use loot). You can hold up to five of each; using one doesn't require a roll unless the GM or the fiction demands it.

Nothing matches those filters.

Stride Potion

01

You gain a +1 bonus to your next Agility Roll.

Consumable · one use

Bolster Potion

02

You gain a +1 bonus to your next Strength Roll.

Consumable · one use

Control Potion

03

You gain a +1 bonus to your next Finesse Roll.

Consumable · one use

Attune Potion

04

You gain a +1 bonus to your next Instinct Roll.

Consumable · one use

Charm Potion

05

You gain a +1 bonus to your next Presence Roll.

Consumable · one use

Enlighten Potion

06

You gain a +1 bonus to your next Knowledge Roll.

Consumable · one use

Minor Health Potion

07

Clear 1d4 HP.

Consumable · one use

Minor Stamina Potion

08

Clear 1d4 Stress.

Consumable · one use

Grindletooth Venom

09

You can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon.

Consumable · one use

Varik Leaves

10

You can eat these paired leaves to immediately gain 2 Hope.

Consumable · one use

Vial of Moondrip

11

When you drink the contents of this vial, you can see in total darkness until your next rest.

Consumable · one use

Unstable Arcane Shard

12

You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 1d20 magic damage.

Consumable · one use

Potion of Stability

13

You can drink this potion to choose one additional downtime move.

Consumable · one use

Improved Grindletooth Venom

14

You can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon.

Consumable · one use

Morphing Clay

15

You can spend a Hope to use this clay, altering your face enough to make you unrecognizable until your next rest.

Consumable · one use

Vial of Darksmoke

16

When an adversary attacks you, use this vial and roll a number of d6s equal to your Agility. Add the highest result to your Evasion against the attack.

Consumable · one use

Jumping Root

17

Eat this root to leap up to Far range once without needing to roll.

Consumable · one use

Snap Powder

18

Mark a Stress and clear a HP.

Consumable · one use

Health Potion

19

Clear 1d4+1 HP.

Consumable · one use

Stamina Potion

20

Clear 1d4+1 Stress.

Consumable · one use

Armor Stitcher

21

You can use this stitcher to spend any number of Hope and clear that many Armor Slots.

Consumable · one use

Gill Salve

22

You can apply this salve to your neck to breathe underwater for a number of minutes equal to your level.

Consumable · one use

Replication Parchment

23

By touching this piece of parchment to another, you can perfectly copy the second parchment's contents. Once used, this parchment becomes mundane paper.

Consumable · one use

Improved Arcane Shard

24

You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 2d20 magic damage.

Consumable · one use

Major Stride Potion

25

You gain a +1 bonus to your Agility until your next rest.

Consumable · one use

Major Bolster Potion

26

You gain a +1 bonus to your Strength until your next rest.

Consumable · one use

Major Control Potion

27

You gain a +1 bonus to your Finesse until your next rest.

Consumable · one use

Major Attune Potion

28

You gain a +1 bonus to your Instinct until your next rest.

Consumable · one use

Major Charm Potion

29

You gain a +1 bonus to your Presence until your next rest.

Consumable · one use

Major Enlighten Potion

30

You gain a +1 bonus to your Knowledge until your next rest.

Consumable · one use

Blood of the Yorgi

31

You can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range.

Consumable · one use

Homet's Secret Potion

32

After drinking this potion, the next successful attack you make critically succeeds.

Consumable · one use

Redthorn Saliva

33

You can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon.

Consumable · one use

Channelstone

34

You can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault.

Consumable · one use

Mythic Dust

35

You can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon.

Consumable · one use

Acidpaste

36

This paste eats away walls and other surfaces in bright flashes.

Consumable · one use

Hopehold Flare

37

When you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hope without spending it. The flare lasts until the end of the scene.

Consumable · one use

Major Arcane Shard

38

You can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 4d20 magic damage.

Consumable · one use

Featherbone

39

You can use this bone to control your falling speed for a number of minutes equal to your level.

Consumable · one use

Circle of the Void

40

Mark a Stress to create a void that extends up to Far range. No magic can be cast inside the void, and creatures within the void are immune to magic damage.

Consumable · one use

Sun Tree Sap

41

Consume this sap to roll a d6. On a result of 5-6, clear 2 HP. On a result of 2-4, clear 3 Stress. On a result of 1, see through the veil of death and return changed, gaining one scar.

Consumable · one use

Dripfang Poison

42

A creature who consumes this poison takes 8d10 direct magic damage.

Consumable · one use

Major Health Potion

43

Clear 1d4+2 HP.

Consumable · one use

Major Stamina Potion

44

Clear 1d4+2 Stress.

Consumable · one use

Ogre Musk

45

You can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest.

Consumable · one use

Wingsprout

46

You gain magic wings that allow you to fly for a number of minutes equal to your level.

Consumable · one use

Jar of Lost Voices

47

You can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Far range unprepared for the sound take 6d8 magic damage.

Consumable · one use

Dragonbloom Tea

48

You can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Close range. Targets you succeed against take 2d20 physical damage using your Proficiency.

Consumable · one use

Bridge Seed

49

Thick vines grow from your location to a point of your choice within Far range, allowing you to climb up or across them. The vines dissipate on your next rest.

Consumable · one use

Sleeping Sap

50

You can drink this potion to fall asleep for a full night's rest. You clear all Stress upon waking.

Consumable · one use

Feast of Xuria

51

You can eat this meal to clear all HP and Stress and gain 1d4 Hope.

Consumable · one use

Bonding Honey

52

This honey can be used to glue two objects together permanently.

Consumable · one use

Shrinking Potion

53

You can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agility and a -1 penalty to your Proficiency.

Consumable · one use

Growing Potion

54

You can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strength and a +1 bonus to your Proficiency.

Consumable · one use

Knowledge Stone

55

If you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles.

Consumable · one use

Sweet Moss

56

You can consume this moss during a rest to clear 1d10 HP or 1d10 Stress.

Consumable · one use

Blinding Orb

57

You can activate this orb to create a flash of bright light. All targets within Close range become Vulnerable until they mark HP.

Consumable · one use

Death Tea

58

After you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don't critically succeed on an attack before your next long rest, you die.

Consumable · one use

Mirror of Marigold

59

When you take damage, you can spend a Hope to negate that damage, after which the mirror shatters.

Consumable · one use

Stardrop

60

You can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range.

Consumable · one use