Wondrous Item, very rare (requires attunement by a Requires Attunement by a Spellcaster(1 Slot))

This item replaces the attuned creature's spellcasting methods. Instead of casting spells, the creature expends their spell slots to pull a Flask out of the bag and use it. Most of the Flasks can be produced using higher level spell slots in order to make them more powerful. 

All Flasks requiring a Saving Throw use your Spell Save DC.
If a Flask that has an Attack lands a Critical Hit, then the effect damage is doubled and not the damage of the impact.

All Flasks that can be thrown have a range of (40/80).

The Flask types are as follows:

    Healing Flask
A simple flask, containing a smooth, black liquid.

A creature can use it's Action to drink from this Flask, healing 2d4 Hit Points. The amount of dice increases by 1d4 for every level slot above 1st. Additionally, the Flask can be produced as a cantrip, if it is produced in this way the Flask heals 1d4 Hit Points and can be used as a Bonus Action. 

   Darkness Flask
A cylindrical flask containing a dark blue liquid.

A creature can use it's Action to drink from this Flask, the creature is cloaked in shadow becoming invisible and gaining resistance to all damage except for Radiant damage for 1d4 rounds. This Flask requires slots of 3rd level or higher and does not gain any benefits from up-casting.

   Lacerating Flask
A star-shaped flask containing a maroon liquid.

This Flask counts as a Magical Weapon with the Thrown property, when making an attack with this flask you add your Spell Casting Modifier to the attack roll. On a hit, the Flask does 1d4 Bludgeoning damage, the creature hit must succeed on a CONSITUTION Saving Throw, on a failed save the creature begins bleeding profusely, taking 1d6 Necrotic damage at the beginning of each of it's turns for 1d6 rounds. Additionally, this effect can be stacked, but the duration can not be extended. Creatures that are Undead, Constructs, or Oozes are immune to the Flask's effect, and will only take the damage from the impact. The Necrotic damage increases by 1d6 for every level slot used above 1st.

   Withering Flask
A cube-shaped flask containing a violet liquid.

This Flask counts as a Magical Weapon with the Thrown property, when making an attack with this flask you add your Spell Casting Modifier to the attack roll. On a hit, the creature takes 1d4 Bludgeoning damage and must succeed on a WISDOM Saving Throw or have Disadvantage on Attack Rolls and loose 1 AC per round for 1d6 rounds. The effect can be ended by succeeding on a WISDOM Saving Throw at the end of the creature's turn(Their AC is restored at a rate of 2 AC per round.). This Flask cannot be up-cast. 

   Toxic Cloud Flask
A tall, thin, flask with a spherical base, it contains a light-green liquid.

This Flask counts as a Magical Weapon with the Thrown property, when making an attack with this flask you add your Spell Casting Modifier to the attack roll. On a hit, the target creature takes 1d4 Bludgeoning damage. Hit or miss, the flask creates a cloud of Poisonous, vision obstructing gas in a 20ft(Diameter) Sphere originating from the target creature, which lasts for 1d6 rounds. All creatures within the cloud takes 2d4 Poison damage  per round that they stay in the cloud and are also blinded as long as they stay in the cloud with the addition of one round after they leave it. Creatures that are Undead, Constructs, or Oozes are immune to the Flak's damage effect, and will only take the damage from the impact. Creatures that can see through magical darkness are not blinded by the Flask's blinding effect. The Flask's damage dice are increased by 1d4 every 2 level slots used above 1st, and it's area is increased by 5ft for every level slot used above first.

   Volatile Flask
A round flask containing a bright orange liquid that becomes highly volatile when shaken.

This Flask counts as a Magical Weapon with the Thrown property, when making an attack with this flask you add your Spell Casting Modifier to the attack roll. On a hit, the target creature takes 1d4 Bludgeoning damage. Hit or miss, the all creatures within a 15ft(Diameter) Sphere of the target creature must succeed on a DEXTERITY Saving Throw or take 2d6 Fire Damage or half as much on a successful one. The Flask's damage increases by 2d6 for every level slot used above 2nd along with it's area increasing by 5ft every 2 level slots above first. 

Notes: Requires Attunement by a Spellcaster(1 Slot), Combat

Previous Versions

Name Date Modified Views Adds Version Actions
12/27/2023 7:58:01 AM
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12/29/2023 5:01:17 AM
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Item Tags: Combat

Specklesss

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