Ad placeholder
Dip
Jump to navigation
Jump to search
Dip is a common bonus action that allows the user to dip their weapons into a surface, causing them to deal extra damage.
UID
Spell flags
Description
Dip a weapon into a surface to alter the surface or enhance the weapon. If you are dual-wielding, you dip both weapons.Properties
- Cost
Bonus action
- Details
Range: 3 m / 10 ft
Targets: Dippable surface or object
Technical details

Target_Dip

Condition: Dipped in Fire
Condition: Coated in Toxin
Duration: 10 turns
- Targets take 1d4
Poison damage at the end of their next turn, unless they succeed a DC 11
Constitution saving throw.
Condition: Coated in Serpent Venom Toxin
Duration: 10 turns
- Targets take 1d6
Poison damage at the end of their next turn, unless they succeed a DC 13
Constitution saving throw.
Condition: Coated in Wyvern Toxin
Duration: 10 turns
- Targets take 1d8
Poison damage at the end of their next turn, unless they succeed a DC 15
Constitution saving throw.
Condition: Coated in Purple Worm Toxin
Duration: 10 turns
- Targets take 1d10
Poison damage at the end of their next turn, unless they succeed a DC 19
Constitution saving throw.
Notes
- The following surfaces allow dipping:
Fire,
Hellfire, or a object or creature - for 3 turns
Simple Toxin - for 10 turns
Serpent Venom - for 10 turns
Wyvern Poison - for 10 turns
Purple Worm Poison - for 10 turns
Water - Washes off existing coating
- Any other surface such as
Electrified Water or
Holy Fire are not dippable.
- Despite the tooltip description stating you can use the Dip ability to "alter the surface", this does not appear to be possible with any surfaces currently implemented.
- The effect of dipping is similar to Coatings and mutually exclusive with them.
- Some Coatings can be thrown on the ground to make a surface. This surface will persist between Long Rests
- Dipping your weapon in the surface will give the coating effect.
- Weapons can be dipped into any object with the condition, including torches, candles, and burning party members. A character can carry burning objects such as torches, and drop them on the ground (which does not spend actions or bonus actions) just before dipping.