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# Decanters Of Endless Elements The DM's Guide contains the exceptional magic item, "The Decanter of Endless Water". The question remains, if the decanter of endless water is so successful, why hasn't anyone made any other kinds of endless decanters? Today we fix that problem. ### Decanter of Endless Fire
Wondrous Item, uncommon
This stoppered flask is warm to the touch, as if it contained a burning flame. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command word, whereupon an amount of fire bursts out of the flask. Fire produced by the first two command words dances along the mouth of the decanter until another command word is spoken, or you use a bonus action to put the stopper back in the flask. Fire produced by the third command word stops coming out of the flask at the start of your next turn. Choose from the following options:
"Candle" produces a small flame comparable to a candle. It sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
"Torch" produces a flame comparable to a torch. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
"Blaze" produces a large gout of flame, that blasts forwards in a line 30 feet long and one foot wide. As a bonus action while holding the decanter, you can aim the blaze at a creature you can see within 30 feet. The target must succeed on a DC 13 dexterity saving throw or take 1d4 fire damage and begin burning. Until someone takes an action to douse the creature, that creature takes 1d4 fire damage at the start of each of its turns.
This decanter does not function if the mouth is submerged in water.
>#### Decanters are low-level items > As far as balancing goes, the decanter of endless water is of uncommon rarity and is intended for low level players. As such, none of the effects are intended to be incredibly powerful. While some of the combat effects may seem powerful, do keep in mind they require both an action and a bonus action to activate. \columnbreak ### Decanter of Endless Air
Wondrous Item, uncommon
This stoppered flask almost seems to move on its own, as if it contained a powerful rush of wind. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command word, whereupon an amount of wind rushes out of the flask. The Wind stops rushing out at the start of your next turn. Choose from the following options:
"Breeze" produces a light rush of wind strong enough to extinguish a candle or ruffle someone's hair. The wind races out 10 feet and dissipates.
"Gust" produces a moderate rush of wind strong enough to extinguish a torch or push a small object that is not being worn or carried up to 10 feet away from you. The wind races out 20 feet and dissipates.
"Gale" produces a powerful rush of wind that bursts forwards in a line 30 feet long and one foot wide, strong enough to push a medium creature or object. As a bonus action while holding the decanter, you can aim the wind at one medium or smaller creature or object that is not being worn or carried within 30 feet. That creature must succeed on a DC 13 strength saving throw or be pushed up to 15 feet away from you. Objects automatically fail this saving throw.
### Decanter of Endless Earth
Wondrous Item, uncommon
This stoppered flask is quite dense, as if it contained raw earth. The decanter weighs 5 pounds.
You can use an action to remove the stopper and speak one of three command word, whereupon an amount of soil pours out of the flask. The soil stops pouring out at the start of your next turn. Choose from the following options:
"Deposit" produces 1 gallon of dirt.
"Shovel" produces 4 gallon of dirt.
"Bury" produces 10 gallons of dirt that tumble forwards in a line 10 feet long and one foot wide. As a bonus action while holding the decanter, you can aim the line at a creature you can see within 10 feet. The target must succeed on a DC 13 strength saving throw or take 1d4 bludgeoning damage and have their walking movement speed reduced to 0 until the end of their next turn.
\pagebreakNum ### Decanter of Endless Light
Wondrous Item, uncommon
This stoppered flask glows faintly when shaken, as if it contained bright light. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command word, whereupon an amount of light floods out of the flask. Light produced by the first two command words continues to flood out of the flask until another command word is spoken, or you use a bonus action to put the stopper back in the flask. Light produced by the third command word exists for only a moment before dissipating. Choose one of the following options:
"Lamp" produces bright light in a 15-foot radius and dim light for an additional 30 feet.
"Lanturn" produces bright light in a 60 foot cone and dim light for an additional 60 feet.
"Shine" produces a blinding light. As a bonus action while holding the decanter, you can shine the light at a creature you can see within 5 feet. That creature must succeed on a DC 13 constitution saving throw or become blinded until the end of your next turn.
Light produced by this decanter is cancelled out by magical darkness equal to or greater in power than a 3rd level spell.
\columnbreak ### Decanter of Endless Darkness
Wondrous Item, uncommon
This stoppered flask seems to suck in nearby light when shaken, as if it contained concentrated darkness. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command word, whereupon an amount of darkness is radiates out of the flask. Darkness produced by the first two command words continues to radiate out of the flask until another command word is spoken, or you use a bonus action to put the stopper back in the flask. Darkness produced by the third command word exists until the start of your next turn. Choose from the following options:
"Dim" produces an aura of dark in a 15 foot radius around you, reducing all bright light to dim light and all dim light to darkness. This aura moves with the decanter, and lasts until you speak another command word.
"Murk" produces a wave of dark that reduces all bright light to dim light and dim light to darkness in a cone 30 in front of you. This cone moves with the decanter, and lasts until you speak another command word.
"Gloom" produces a dense shroud of darkness that can’t be seen through. As a bonus action while you are holding the decanter, you can aim the shroud at a creature you can see within 5 feet of you, including yourself. The creature must succeed on a DC 13 dexterity saving throw, or become shrouded in darkness until the end of your next turn. The creature can choose to automatically fail the saving throw. Any attack roll made against a creature shrouded in darkness has disadvantage.
Darkness produced by this decanter is cancelled out by magical light equal to or greater in power than a 3rd level spell.