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Coatings
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This page is about consumable items listed as Coatings on the Alchemy tab. For a list of Potions, see Potions. For a list of Elixirs, see Elixirs. For a full list of liquid consumables, see Alchemy.
Coatings are Consumables that can apply a variety of effects to equipped weapons that aid in combat for a short period of time. Some coatings apply poisons to deal extra damage, while others improve hit chance, apply Conditions, or impose Disadvantage on the target.
Coatings can be looted, bought from vendors, or crafted with the Alchemy system.
How Coatings Work
- Coatings can be applied using a Bonus action to grant an effect to a single equipped weapon set regardless of the weapon type.
- All coatings remain active on the weapon for 10 turns. Only one coating may be applied to a weapon set at a time.
- When dual wielding, coatings are applied to both main hand and off-hand weapons at the same time. Coatings are not applied to both melee and ranged weapons in the same bonus action; each must be applied separately.
- While all coatings can be thrown using the Throw Action only some are able to inflict the coatings effect on multiple creatures, other coatings simply have no effect if used in such a manner. Using coatings as grenades reduces the effectiveness of the coating, with the effects sometimes having lower resistance checks and both the area created and the effect itself lasting for a far shorter time, usually only 1 turn.
- Dipping, which also uses a Bonus Action, applies an effect which is for all intents and purposes a coating, and is mutually exclusive with other coatings. Dipping can be considered a "free" coating, as it does not require a consumable.
- None of the coatings add flat damage increases to weapon damage. All of them instead Inflict status effects that deal damage at the end of the afflicted characters turn. Thus multiple applications of the same coating effect can have no additional effect.
List of Coatings
Name | Rarity | Value | Throwable | Effect |
---|---|---|---|---|
Basic Poison | Common | 10 | Yes | Inflicts ( Constitution Save to negate) for Duration: 3 turns. |
Simple Toxin | Common | 10 | Yes | Inflicts ( Constitution Save to negate) for Duration: 1 turn. |
Arsonist's Oil | Uncommon | 25 | No | Transforms target's resistance to weakness for Duration: 2 turns. |
Diluted Oil of Sharpness | Uncommon | 25 | No | Grants a +1 bonus to Attack rolls and Damage and the ability to overcome Resistance to non-magical damage. |
Drow Poison | Uncommon | 10 | Yes | Inflicts ( Constitution Save to negate) for Duration: Until Long rest. |
Oil of Accuracy | Uncommon | 20 | No | Grants a +2 bonus to Attack rolls. |
Oil of Diminution | Uncommon | 30 | No | Inflicts ( Constitution Save to negate) for Duration: 2 turns. |
Serpent Fang Toxin | Uncommon | 10 | Yes | Inflicts ( Constitution Save to negate) for Duration: 1 turn. |
Wizardsbane Oil | Uncommon | 40 | No | Inflicts for Duration: 2 turns. |
Crawler Mucus | Rare | 10 | Yes | Inflicts and ( Constitution Save to negate both) for Duration: Until Long rest. |
Karabasan's Poison | Rare | 10 | Yes | Inflicts and ( Constitution Save to negate both) for Duration: Until Long rest. |
Malice | Rare | 10 | Yes | Inflicts ( Constitution Save to negate) for Duration: Until Long rest. |
Oil of Bane | Rare | 40 | No | Inflicts ( Charisma Save to negate) for Duration: 2 turns. |
Oil of Combustion | Rare | 30 | No | Inflicts for Duration: 2 turns. |
Oil of Freezing | Rare | 50 | No | Inflicts for Duration: 2 turns. |
Wyvern Toxin | Rare | 10 | Yes | Inflicts ( Constitution Save to negate) for Duration: 1 turn. |
Purple Worm Toxin | Very Rare | 10 | Yes | Inflicts ( Constitution Save to negate) for Duration: 1 turn. |
Thisobald's Brewed-Up Bellyglummer | Very Rare | 10 | No | Inflicts ( Constitution Save to negate) for Duration: Until Long rest. |