Drinker regains 4d10 hit points.
A creature subjected to this poison must succeed on a DC 19 CON Save or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
A creature subjected to this poison must succeed on a DC 17 CON Save or become poisoned for 1 hour. The poisoned creature is blinded.
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.
Magical Darkness fills a 20ft radius sphere for the duration, as if the spell Darkness was cast at Spell Level 4
Drinker adds +2 to their AC for 10 minutes.
For 1 minute, the user can cast 'Absorb Elements' as a reaction, gaining resistance to the triggering type and adding 3d6 of that type to their next melee attack.
They may use this reaction a number of times equal to their proficiency bonus.
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
User rolls all of their HD, taking damage for each.
User must make a CON Save. For every 3 points under 20, they gain one level of Exhaustion.
Drinker adds 20ft to their speed for the duration.
A creature subjected to this poison must succeed on a DC 18 CON Save or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
User gains a swimming speed equal to their walking speed.
When you drink this potion, you can cast the animal friendship spell (WIS Save DC 17 ) for 1 hour at will.
Drinker adds +2 to their AC for 10 minutes.
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 1d8.
- 5-10 they subtract 1d4.
- 10-15, nothing happens.
- 15-20, they gain 1d4.
- 20-25, they gain 1d8.
- 25+, they gain 1d12.
These effects last for the next 10 minutes or until a Remove Curse or Dispel Magic alleviates the condition.
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you.
For the next 24 hours, when rolling dice to restore HP, you instead take the maximum number rolled.
A creature subjected to this poison must roll against three consecutive 17 CON Saves.
Failing the first one inflicts 54 (12d8) 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 4 or more inflicts the Poisoned condition for 16 hours.
Failing any save by 8 or more adds a level of exhaustion prior to making any other saves.