Before you charge into battle, take a moment to research your enemy. Discover their strengths and weaknesses, and exploit their vulnerabilities as best you can. With the right equipment and the right preparation, even the mightiest of monsters can be slain.
This chapter introduces magical oils and ways you can use them to enhance your weapons and armor.
Oils are magically-infused ointments that can imbue weapons and armor with a temporary magical effect—resistances, additional damage, etc.
You can apply a magical oil to a weapon or piece of light, medium or heavy armor in one of two ways:
You must have at least one free hand to do this, and you can't apply an oil to anything held by an unwilling target. An item can only benefit from one oil at a time—when you apply an oil, it replaces any currently active oil on the item.
In the Spiteful Halls, Krazak fights the Lord of Cinder—a fire elemental vulnerable to cold damage.
Krazak spends a bonus action to splash one whole vial of Royal Oil of Frost over his greataxe, adding +1d4 cold damage to his attacks for the next minute. Because the oil was splashed on, it has only 2 charges instead of the usual 3.
If you are proficient with both a) arcana and b) an alchemist's kit, you can turn gemstones into magical oils. There are three steps to follow:
First, you must decide which oil you want to craft—the oil's recipe will tell you which gemstone is needed.
Next, you must acquire a suitable gemstone and grind it into dust. Your gemstone must be a) cut and b) either royal, lucent, or astral in quality (as specified by your oil).
It takes 8 hours of work with an alchemist's kit to turn gemstone dust into oil. Once you have spent this time, roll to see if your efforts were successful. Make an Intelligence (Arcana) check against the quality of your gemstone dust: royal (DC 15), lucent (DC 20), or astral (DC 25).
During a long rest, Clanda wants to create some Oil of Destruction. She buys a royal onyx and, after 1 hour, rolls a DC 15 Intelligence (Arcana)—with a result of 18, she creates two vials of Royal Oil of Destruction.
d100 | Jewel | Gemstone | Armor | Weapon |
---|---|---|---|---|
01-10 | Blessing | Diamond | Divine Protection Reduce necrotic damage you take, and spend a charge to gain a bonus to your saving throws. | Judgement Flare Deal additional radiant damage, and spend a charge to blind your enemy. |
11-20 | Blight | Emerald | Poison Tongue Reduce acid damage you take, and spend a charge to spit poison onto an adjacent creature. | Plaguebearer Deal additional poison damage, and spend a charge to poison your enemy. |
21-30 | Destruction | Onyx | Dark Harvest Reduce radiant damage you take, and spend a charge to inflict wounds onto an adjacent creature. | Obliterate Deal additional necrotic damage, and spend a charge to disintegrate your enemy. |
31-40 | Energy | Topaz | Unlimited Power Reduce thunder damage you take, and spend a charge to shoot a bolt of lighting. | Static Shock Deal additional lightning damage, and spend a charge to stop your enemy from taking reactions. |
41-50 | Flameheart | Ruby | Volcanic Fury Reduce cold damage you take, and spend a charge to burn all adjacent creatures. | Ashen Soul Deal additional fire damage, and spend a charge to burn your enemy with ongoing flames. |
51-60 | Frenzy | Amethyst | Twisted Voice Reduce force damage you take, and spend a charge to hurt a creature with psychic whispers. | Mind Warp Deal additional psychic damage, and spend a charge to punish your enemy for attacking other targets. |
61-70 | Ice | Sapphire | Winds of Winter Reduce fire damage you take, and spend a charge to hurt your enemies with a cone of frozen wind. | Frostshock Deal additional cold damage, and spend a charge to freeze your enemy in place. |
71-80 | Spellshock | Aquamarine | Force Repel Reduce psychic damage you take, and spend a charge to gain a magical bonus to your AC. | Spellbreaker Deal additional force damage, and spend a charge to punish your enemy for casting spells. |
81-90 | Spite | Peridot | Fabulous Bile Reduce poison damage you take, and spend a charge to spray painful acid at your enemies. | Corruptor Deal additional acid damage, and spend a charge to reduce your target's AC. |
91-00 | Storms | Alexandrite | Sonic Boom Reduce lightning damage you take, and spend a charge to create a painfully-loud sonic boom. | Thunderwave Deal additional thunder damage, and spend a charge to push your target away. |
Reduce any necrotic damage you take by half your proficiency bonus (rounded down).
In addition, whenever you make a saving throw, you can spend 1 charge to gain a +2 bonus to your roll (you may decide this after you make your roll).
When you hit a target with this weapon, you deal +1d4 radiant damage.
In addition, you can spend 1 charge to blind the target until the end of its next turn (Constitution save, DC 13).
Reduce any acid damage you take by half your proficiency bonus (rounded down).
In addition, as an action, you can spend 1 charge to spit poison on an adjacent creature. The creature takes 3d6 poison damage (Constitution save, DC 13).
When you hit a target with this weapon, you deal +1d4 poison damage.
In addition, you can spend 1 charge to poison the target until the end of its next turn (Constitution save, DC 13).
Reduce any radiant damage you take by half your proficiency bonus (rounded down).
In addition, as an action, you can spend 1 charge to inflict wounds on an adjacent creature. The creature takes 3d6 necrotic damage (Dexterity save, DC 13).
When you hit a target with this weapon, you deal +1d4 necrotic damage. When you reduce a target to 0 hit points with this weapon, you can spend 1 charge to disintegrate it.
The deva stood atop the crystal stairway, eyes burning with rage. "Mortals, you stand accused of blasphemy against the most holy Dark Lady. How do you plead?"
"Guilty as charged," replied Truth smoothly. His armor gleamed with a freshly-coated oil of destruction.
"Yea," said Krazak. "The dragon queen can get f—"
"I think they get the point," interrupted Truth.
Reduce any thunder damage you take by half your proficiency bonus (rounded down).
In addition, as an action, you can spend 1 charge to cast lightning in a 5 ft by 15 ft line from you. Each creature takes 2d6 lightning damage (Constitution save, DC 13).
When you hit a target with this weapon, you deal +1d4 lightning damage.
In addition, you can spend 1 charge to stop the target taking reactions until the end of its next turn (Constitution save, DC 13).
Reduce any cold damage you take by half your proficiency bonus (rounded down).
In addition, as an action, you can spend 1 charge to unleash a burst of flame all around. Each adjacent creature takes 2d6 fire damage (Constitution save, DC 13).
When you hit a target with this weapon, you deal +1d4 fire damage.
In addition, you can spend 1 charge to burn the target with ongoing flames. The flames last for up to one minute or until the target spends an action to put out the fire (Constitution save, DC 13). A burning target takes 1d4 fire damage at the start of its turn.
Burn your enemies away with Volcanic Fury...
Reduce any force damage you take by half your proficiency bonus (rounded down).
In addition, as an action, you can spend 1 charge to speak dissonant whispers. Choose one creature within 20 ft that can hear you—the creature takes 3d6 psychic damage (Wisdom save, DC 13).
When you hit a target with this weapon, you deal +1d4 psychic damage.
In addition, you can spend 1 charge to give the target disadvantage on attack rolls that don't include you until the end of its next turn (Wisdom save, DC 13).
Reduce any fire damage you take by half your proficiency bonus (rounded down).
In addition, as an action, you can spend 1 charge to create frozen winds in a 15 ft cone. Each creature within range takes 2d6 cold damage (Constitution save, DC 13).
When you hit a target with this weapon, you deal +1d4 cold damage.
In addition, you can spend 1 charge to reduce the target's speed to 0 until the end of its next turn (Strength save, DC 13).
Reduce any psychic damage you take by half your proficiency bonus (rounded down).
In addition, as a reaction, you can spend 1 charge to gain a +3 bonus to AC until the start of your next turn.
When you hit a target with this weapon, you deal +1d4 force damage.
In addition, you can spend 1 charge to give the target disadvantage when casting spells until the end of its next turn (Intelligence save, DC 13).
The lich crackled with arcane power. "Accept your fate, cleric. The ritual will complete. Join me in death."
Valiant reached into his pouch and uncorked his oil of spellshock, splashing it onto his mace. Immediately, it started to vibrate with raw, spellbreaking force.
"You'll have to kill me first," challenged Valiant.
Reduce any poison damage you take by half your proficiency bonus (rounded down).
In addition, as an action, you can spend 1 charge to spray acid in a 15 ft cone. Each creature within range takes 2d6 acid damage (Dexterity save, DC 13).
When you hit a target with this weapon, you deal +1d4 acid damage.
In addition, you can spend 1 charge to reduce the target's AC by 2 until the end of its next turn (Dexterity save, DC 13). This AC reduction is not cumulative.
Reduce any lightning damage you take by half your proficiency bonus (rounded down).
In addition, as an action, you can spend 1 charge to unleash a sonic boom. Each adjacent creature takes 2d6 thunder damage (Constitution save, DC 13).
When you hit a target with this weapon, you deal +1d4 thunder damage.
In addition, you can spend 1 charge to push the target back up to 10 ft from you (Strength save, DC 13).
As goblins swarmed around him, Viridian sang out a command word. There was an explosive thunderclap. The goblins collapsed, blood pouring from their ears.