Consumables come in a wide variety of types, and can only be used once before being expended. These items are able to be bought in any shop across the world. However, their purchase is locked by level tier. The tiers are as follows.
Base - Levels 1 - 4
Greater - Levels 5 - 9
Superior - Levels 10 - 14
Supreme - Levels 15 - 20
Specially made medical bandages lined with restoratives to help the recipient quickly recover from devastating injuries. Applying a bandage to yourself takes a bonus action while applying one to another creature is an action. A bandage is consumed upon use.
Bandage HP Regained Cost
Bandage 2d6+5 2,000 Berri
Greater Bandage 3d6+10 6,000 Berri
Superior Bandage 5d6+15 18,000 Berri
Supreme Bandage 7d6+20 35,000 Berri
A SUPER cool beverage designed to get your energy back. Consuming a Cola takes a bonus action or an action if applying it to another crature. A Creature who drinks a Cola regains Energy points equal to the quality of the Cola consumed. A creature can only regain energy artificially in this way a limited number of times. You can regain energy using this consumable 5 times per long rest. If you would attempt to consume a Cola any additional time after this use limit, you spend 1 Energy die, and regain 1d4+1.
Cola Energy Regained Cost
Cola 2d6+5 2,000 Berri
Greater Cola 3d6+10 6,000 Berri
Superior Cola 5d6+15 18,000 Berri
Supreme Cola 7d6+20 35,000 Berri
Fire Bombs are palm-sized, spherical, and extremely deadly explosive heat-based weapons. In addition to being surprisingly powerful for their size, they can only be turned off by whoever turned them on. Fire Bombs have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a Firebomb at a point you can see within range. Each creature within 10 feet must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone and gains the burned condition. All combustible and flammable items that is not held or worn, also is set afire.
Fire Bomb Save DC Damage Cost
Fire Bomb 15 4d6 Fire 2,000 Berri
Greater Fire Bomb 18 7d6 Fire 6,000 Berri
Superior Fire Bomb 21 10d6 Fire 18,000 Berri
Supreme Fire Bomb 24 13d6 Fire 35,000 Berri
Also known as stun grenades or thunder flashes, stun grenades are intended to disorient combatants with a bright flash. Stun Grenades have a range of 60 feet, As an action, you can throw a Stun Grenade at a point you can see within range. Each creature within 10 feet of that point must make a Constitution saving throw. On a failure the creature takes 4d4 thunder damage and is Blinded and Stunned for one round. Creatures that do not have eyes or do not need eyes to see are immune to this blindness.
Flash Bomb Save DC Damage Cost
Flash Bomb 15 4d4 Thunder 2,000 Berri
Greater Flash Bomb 18 6d4 Thunder 6,000 Berri
Superior Flash Bomb 21 8d4 Thunder 18,000 Berri
Supreme Flash Bomb 24 10d4 Thunder 35,000 Berri
Cold Bomb
Cold Bombs have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a Cold Bomb at a point you can see within range. Each creature within 10 feet must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much on a successful one. Additionally, on a failed save, the creature is slowed and gains the chilled condition.
Cold Bomb Save DC Damage Cost
Cold Bomb 15 4d6 Cold 2,000 Berri
Greater Cold Bomb 18 7d6 Cold 6,000 Berri
Superior Cold Bomb 21 10d6 Cold 18,000 Berri
Supreme Cold Bomb 24 13d6 Cold 35,000 Berri
Acid Bombs have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw an Acid Bomb at a point you can see within range. Each creature within 10 feet must make a Dexterity saving throw. A creature takes 4d4 acid damage on a failed save, or half as much on a successful one. Additionally, on a failed save, the creature's AC is reduced by 2 until the end of its next turn.
Acid Bomb Save DC Damage Cost
Acid Bomb 15 4d4 Acid 2,000 Berri
Greater Acid Bomb 18 6d4 Acid 6,000 Berri
Superior Acid Bomb 21 8d4 Acid 18,000 Berri
Supreme Acid Bomb 24 10d4 Acid 35,000 Berri
Light Smoke Bomb
Light Smoke Bombs have a range of 60 feet. As an action, you can throw a Light Smoke Bomb at a point you can see within range. The bomb creates a cloud of smoke that provides light obscurement in a 20-foot radius for 3 rounds.
Greater Smoke Bomb
Heavy Smoke Bombs have a range of 60 feet. As an action, you can throw a Heavy Smoke Bomb at a point you can see within range. The bomb creates a cloud of smoke that provides heavy obscurement in a 20-foot radius for 3 rounds.
Smoke Bomb Save DC Obscurement Cost
Light Smoke Bomb N/A Light (3 rounds) 1,000 Berri
Greater Smoke Bomb N/A Heavy (3 rounds) 6,000 Berri
Spike Bombs have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a Spike Bomb at a point you can see within range. Each creature within 10 feet must make a Dexterity saving throw. A creature takes 4d6 piercing damage on a failed save, or half as much on a successful one. Additionally, on a failed save reduce the targets AC by 1 until the end of its next turn.
Spike Bomb Save DC Damage Cost
Spike Bomb 15 4d6 Piercing 2,000 Berri
Greater Spike Bomb 18 7d6 Piercing 6,000 Berri
Superior Spike Bomb 21 10d6 Piercing 18,000 Berri
Supreme Spike Bomb 24 13d6 Piercing 35,000 Berri
Crusher Bombs have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a Crusher Bomb at a point you can see within range. Each creature within 10 feet must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much on a successful one. Additionally, on a failed save, the creature is knocked prone.
Crusher Bomb Save DC Damage Cost
Crusher Bomb 15 4d6 Bludgeoning 2,000 Berri
Greater Crusher Bomb 18 7d6 Bludgeoning 6,000 Berri
Superior Crusher Bomb 21 10d6 Bludgeoning 18,000 Berri
Supreme Crusher Bomb 24 13d6 Bludgeoning 35,000 Berri
Shredder Bombs have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a Shredder Bomb at a point you can see within range. Each creature within 10 feet must make a Dexterity saving throw. A creature takes 4d4 slashing damage on a failed save, or half as much on a successful one. Additionally, on a failed save, the creature gains the bleeding condition.
Shredder Bomb Save DC Damage Cost
Shredder Bomb 15 4d4 Slashing 2,000 Berri
Greater Shredder Bomb 18 6d4 Slashing 6,000 Berri
Superior Shredder Bomb 21 8d4 Slashing 18,000 Berri
Supreme Shredder Bomb 24 10d4 Slashing 35,000 Berri