11

Oils

Before charging in to battle, take a moment to research your enemy. Discover their strengths and weaknesses, and exploit their vulnerabilities as best you can to ensure success—with the right equipment, even the mightiest monsters can be slain.

This chapter introduces magical oils and ways you can use them to enhance your weapons and armor.

Magical Oils

Oils are magically-infused ointments that can coat weapons and armor to produce a temporary magical effect—resistances, additional damage, etc. Oils last for one hour, creating an effect until they naturally evaporate or are otherwise cleaned off. A coated weapon or armor counts as magical for the duration of the effect.

In the Spiteful Halls, Krazak fights the Flame King—a fire elemental vulnerable to cold damage.

Luckily, Krazak came prepared. The dwarf spends a bonus action to pour some Oil of Frost over his greataxe. As the oil coats the weapon, it gains the cold damage type.

Applying an Oil

You can spend a bonus action to apply an oil to a weapon, piece of armor, or stack of ammunition within reach. You must have at least one free hand to do this. You cannot apply an oil to anything held by an unwilling, conscious target.

An item—whether weapon, armor, or ammunition—can only benefit from one oil at a time. When you apply an oil, it replaces any currently active oil on the item.

Creating Oils

If you are proficient with both Arcana and an alchemist's kit, you can attempt to create an oil during a long rest.

The main component of a magical oil is gemstone dust—you need an amount of dust equal to 80% of the value of the oil you wish to create. Each oil draws its power from a different type of gemstone:

Oil Components

Oil Dust
Accuracy Pearl
Blessing Diamond
Corruption Emerald
Decay Onyx
Energy Topaz
Flameheart Ruby
Frost Sapphire
Nightmares Amethyst
Power Garnet
Resilience Aquamarine
Speed Jet
Spite Peridot
Thunderstrike Alexandrite

Once you have your gemstone dust, you must make an Intelligence (Arcana) check using your alchemist's kit to see if you successfully create the oil—the DC depends on the rarity of the intended oil: uncommon (DC 10), rare (DC 15), or very rare (20). If you fail, the components are lost in the attempt.

During a long rest, Clanda wants to create some Oil of Decay. After buying 120 gp of onyx dust, she rolls a DC 10 Intelligence (Arcana) check with her alchemist's kit to try and prepare the uncommon oil.

Elemental Oils

Name Effect on Weapons Effect on Armor Rarity Cost
Oil of Blessing Deal Radiant damage Gain Necrotic resistance (50%) Uncommon 150 gp
Oil of Blessing (Greater) Deal Radiant damage +1 Gain Necrotic resistance (75%) Rare 600 gp
Oil of Blessing (Superior) Deal Radiant damage +1d4 Gain Necrotic immunity Very rare 2,400 gp
Oil of Corruption Deal Poison damage Gain Acid resistance (50%) Uncommon 150 gp
Oil of Corruption (Greater) Deal Poison damage +1 Gain Acid resistance (75%) Rare 600 gp
Oil of Corruption (Superior) Deal Poison damage +1d4 Gain Acid immunity Very rare 2,400 gp
Oil of Decay Deal Necrotic damage Gain Radiant resistance (50%) Uncommon 150 gp
Oil of Decay (Greater) Deal Necrotic damage +1 Gain Radiant resistance (75%) Rare 600 gp
Oil of Decay (Superior) Deal Necrotic damage +1d4 Gain Radiant immunity Very rare 2,400 gp
Oil of Energy Deal Lightning damage Gain Thunder resistance (50%) Uncommon 150 gp
Oil of Energy (Greater) Deal Lightning damage +1 Gain Thunder resistance (75%) Rare 600 gp
Oil of Energy (Superior) Deal Lightning damage +1d4 Gain Thunder immunity Very rare 2,400 gp
Oil of Flameheart Deal Fire damage Gain Cold resistance (50%) Uncommon 150 gp
Oil of Flameheart (Greater) Deal Fire damage +1 Gain Cold resistance (75%) Rare 600 gp
Oil of Flameheart (Superior) Deal Fire damage +1d4 Gain Cold immunity Very rare 2,400 gp
Oil of Frost Deal Cold damage Gain Fire resistance (50%) Uncommon 150 gp
Oil of Frost (Greater) Deal Cold damage +1 Gain Fire resistance (75%) Rare 600 gp
Oil of Frost (Superior) Deal Cold damage +1d4 Gain Fire immunity Very rare 2,400 gp
Oil of Nightmares Deal Psychic damage Gain Force resistance (50%) Uncommon 150 gp
Oil of Nightmares (Greater) Deal Psychic damage +1 Gain Force resistance (75%) Rare 600 gp
Oil of Nightmares (Superior) Deal Psychic damage +1d4 Gain Force immunity Very rare 2,400 gp
Oil of Resilience Deal Force damage Gain Psychic resistance (50%) Uncommon 150 gp
Oil of Resilience (Greater) Deal Force damage +1 Gain Psychic resistance (75%) Rare 600 gp
Oil of Resilience (Superior) Deal Force damage +1d4 Gain Psychic immunity Very rare 2,400 gp
Oil of Spite Deal Acid damage Gain Poison resistance (50%) Uncommon 150 gp
Oil of Spite (Greater) Deal Acid damage +1 Gain Poison resistance (75%) Rare 600 gp
Oil of Spite (Superior) Deal Acid damage +1d4 Gain Poison immunity Very rare 2,400 gp
Oil of Thunderstrike Deal Thunder damage Gain Lightning resistance (50%) Uncommon 150 gp
Oil of Thunderstrike (Greater) Deal Thunder damage +1 Gain Lightning resistance (75%) Rare 600 gp
Oil of Thunderstrike (Superior) Deal Thunder damage +1d4 Gain Lightning immunity Very rare 2,400 gp

Enhancement Oils

Name Effect on Weapons Effect on Armor Rarity Cost
Oil of Accuracy Gain +1 to hit Gain +1 AC Uncommon 150 gp
Oil of Accuracy (Greater) Gain +2 to hit Gain +2 AC Rare 600 gp
Oil of Accuracy (Superior) Gain +3 to hit Gain +3 AC Very rare 2,400 gp
Oil of Power Deal +1 damage Reduce damage taken by 1 (min. 1) Uncommon 150 gp
Oil of Power (Greater) Deal +2 damage Reduce damage taken by 2 (min. 1) Rare 600 gp
Oil of Power (Superior) Deal +3 damage Reduce damage taken by 3 (min. 1) Very rare 2,400 gp
Oil of Speed Gain +1 opportunity attack per round Increase max speed by +5 ft Uncommon 150 gp
Oil of Speed (Greater) Gain +2 opportunity attacks per round Increase max speed by +10 ft Rare 600 gp
Oil of Speed (Superior) Gain +3 opportunity attacks per round Increase max speed by +20 ft Very rare 2,400 gp

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