Drinker regains 3d10 hit points.
Drinker regains 3d10 hit points.
Drinker stunned for 1 round, gains a Portent.
When consumed, the user makes a Religion check as they breifliy commune with the diety that cares about them the most, gaining a bonus or penalty to all their attacks and saves
- 5 or less and they subtract 1d6.
- 5-10 they subtract 1d4.
- 10-15, nothing happens.
- 15-20, they gain 1d4.
- 20-25, they gain 1d6.
- 25+, they gain 1d12.
These effects last for the next 10 minutes or until a Remove Curse or Dispel Magic alleviates the condition.
Immediately ends all poison or curse effects.
If drinker falls below 1hp within 8hrs, they instead have 1hp.
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
For 1 minute, user becomes as solid as a ghost and is immune to all nonmagical damage, and can pass through a gap 1 wide as if they were air.
Victim must make two DC 15 CON Saves.
The first failure causes the victim to lose all ability to speak or cast the verbal components of spells, and may no longer apply their Charisma bonus to their Spell Save DC (if applicable).
The second failure gives the victim disadvantage on Charisma-based Attacks, Skill Checks, and Saving Throws.
Failing either by 5 or more causes the victim to suffer both effects.
This poison remains in effect until it is cured or until they successfully complete their next long rest.
For 1 Hour, the user has advantage on Charisma skill checks and saving throws.
They can also change their appearance as a bonus action on their turn with illusory magic. DC 15 to spot.
If drinker falls below 1hp within 8hrs, they instead have 1hp.
User gains the non-damaging benefits of Alter Self & Disguise Self for 1hr. This disguise does not hold up to up-close investigation, but requires a physical touch or an Investigation or Arcana check of DC 15 to spot.
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
• Spectral wings appear on your back, giving you a flying speed of 40 feet.
• You have a +2 bonus to AC.
• All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
• You can attack twice, when you take the Attack action on your turn.
Lower Planes.
Immune to Fire, Radiant, Poison, and Necrotic Damage, and the Poisoned & Charmed Conditions.
Victim must make two DC 15 CON Saves.
The first failure causes the victim to take doubled falling damage and must make Acrobatics checks to clear any obstacle 1ft or taller.
The second failure gives the victim disadvantage on Dexterity-based Attacks, Skill Checks, and Saving Throws.
Failing either by 5 or more causes the victim to suffer both effects.
This poison remains in effect until it is cured or they complete their next long rest.
Revives any creature that has died within the last minute.
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
A creature subjected to this poison must roll against three consecutive 15 CON Saves.
Failing the first one inflicts 28 (8d6) Poison Damage.
Failing the second one inflicts the Paralyzed Condition for 8 hours.
Failing the third one inflicts the Silenced Condition for 8 hours.
Failing any save by 5 or more inflicts the Poisoned condition for 16 hours.
Failing any save by 10 or more adds a level of exhaustion prior to making any other saves.
All Charisma skill checks cannot roll lower than a 15, and magic cannot detect any lies that are being told.
If consumed as a potion, you can see into and through solid matter for up to 1 minute, at which point the gum loses its flavor. This vision has a radius equal to your Passive Perception. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. Thicker substances block the vision, as does a thin sheet of lead.
Alternatively, as an action you may smear this potion onto a solid surface, allowing creatures to see through a 6 inch diameter circle on the surface it is stuck to as if they are under the effect of this gum. This transparency is one-way and cannot be seen on the other side.
The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. It does not reveal anything that is invisible, or on a different plane of existence.