ADVENTURING GEAR COMMON
As a Bonus action, you can drink an Antidote that provides a bonus to the next saving throw within 24 hours that a character makes against poison damage. While it helps stop the poison, it does not cure any damage the creature has already sustained due to the poison. If a creature is already poisoned when taking an Antidote, they can immediately make a new save.
Antidotes can also be mixed with wax and formed into a candle that when lit, gives a bonus to all creatures within 10 feet of the candle as though they had taken the base antidote themselves.
Type | Weight | Cost |
---|---|---|
Antidote, Weak (+2) | 0.5lb. / 0.23kg | 50sp |
Antidote, Moderate (+5) | 0.5lb. / 0.23kg | 1gp |
Antidote, Strong (+10) | 0.5lb. / 0.23kg | 1gp 50sp |
Antidote Candle, Weak (+2) | 1lb. / 0.45kg | 2gp |
Antidote Candle, Moderate (+5) | 1lb. / 0.45kg | 3gp |