Liquids List

Liquids are carried by adventurers for various purposes, from practical to magical. Often stored in flasks or vials, liquids are essential resources that can support survival, combat, and exploration in diverse environments.

Liquids Table

Visual (Various) Item Weight
https://cinket.com/img/user/z_Images/public/adventuring-gear/Acid.png Acid 1 lb.
https://cinket.com/img/user/z_Images/public/adventuring-gear/Alchemist's Fire.png Alchemist's Fire 1 lb.
https://cinket.com/img/user/z_Images/public/adventuring-gear/Antitoxin.png Antitoxin 1 lb.
https://cinket.com/img/user/z_Images/public/adventuring-gear/Holy Water.png Holy Water 1 lb.
https://cinket.com/img/user/z_Images/public/adventuring-gear/Oil.png Oil 1 lb.
https://cinket.com/img/user/z_Images/public/adventuring-gear/Perfume.png Perfume ≈ 0 lb.

Acid

https://cinket.com/img/user/z_Images/public/adventuring-gear/Acid.png

Description

A corrosive liquid contained in a vial, used to damage or dissolve materials.

Weight

1 lb.

Throw

With an action, you can throw the vial of Acid at a target within 20 feet. The creature must succeed on a Dexterity saving throw (DC 8 + your Dexterity modifier + Proficiency Bonus) or take 2d6 Acid damage.


Alchemist's Fire

https://cinket.com/img/user/z_Images/public/adventuring-gear/Alchemist's Fire.png

Description

A volatile, incendiary substance stored in a glass flask, used to ignite fires upon impact.

Weight

1 lb.

Throw

With an action, you can throw the flask of Alchemist's Fire at a target within 20 feet. The creature must succeed on a Dexterity saving throw (DC 8 + your Dexterity modifier + Proficiency Bonus) or take 1d4 Fire damage every 6 seconds. The creature can extinguish themselves by going Prone and rolling on the ground.


Antitoxin

https://cinket.com/img/user/z_Images/public/adventuring-gear/Antitoxin.png

Description

A corked vial of pale green liquid; a sip steadies the stomach and wards off common venoms.

Weight

1 lb.

Drink

With a bonus action, you can drink the vial of Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.


Holy Water

https://cinket.com/img/user/z_Images/public/adventuring-gear/Holy Water.png

Description

Blessed water contained in a glass flask, used for healing or as a weapon against undead and fiends.

Weight

1 lb.

Throw

With an action, you can throw Holy Water at a target within 20 feet. The creature must succeed on a Dexterity saving throw (DC 8 + your Dexterity modifier + Proficiency Bonus) or take 2d8 Radiant damage if the creature is is a Fiend or an Undead.


Oil

https://cinket.com/img/user/z_Images/public/adventuring-gear/Oil.png

Description

A flammable liquid in a glass flask, often used for cooking, lighting, or as a weapon when ignited.

Weight

1 lb.

Douse or Fuel

With an action, you can throw the Oil flask at a target withn 20 feet. The creature must succeed on a Dexterity saving throw (DC 8 + your Dexterity modifier + Proficiency Bonus) or be covered in oil for 1 minute. If the target takes Fire damage, increase that damage by 5.

Additionally, you with an action you can pour oil within 5 feet, which can be lit and deal 5 Fire Damage when stepped on. Lasts for 12 seconds.

Oil can be used to fuel Lamps and Lanturns.


Perfume

https://cinket.com/img/user/z_Images/public/adventuring-gear/Perfume.png

Description

A fragrant liquid stored in a vial, used for personal scent or to mask odors.

Weight

≈ 0 lb.

Charisma

For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.