Drinker rolls all of their HD, healing for the sum.
This Glass vial contains a black Fluid with yellow charms, and tastes of cherry.
Drinker adds 15ft to their speed for the duration.
This short vial contains a red Fluid with metallic ribbons, and tastes of marshmallow and belly button lint.
Drinker adds +2 to their AC for 10 minutes.
This short vial contains a yellow Fluid, and tastes of new life.
Drinker adds 1d4 to all their D20 rolls for 1 minute.
This tall vial contains a yellow Fluid, and tastes of grapefruit.
User gains a flight speed equal to their movement speed for 1 hour.
This Glass vial contains a blue Fluid, and smells of dragon farts and new life.
User must make a DC 15 CON Save or be poisoned for 1 hour. They may repeat the save at the end of every hour.
If they fail any save by 5 or more, they are poisoned until their next long rest.
This Glass vial contains a white Fluid, and smells of blueberries and new beginnings.
User must make a DC 15 CON Save or be Paralyzed for 1hr. Successful save only puts the user to sleep, and another creature can wake them up as an action.
This heavy vial contains a red Fluid, and tastes of rotten egg and innocence.
User gains 15 Temp HP.
This heavy vial contains a yellow Fluid, and smells of buttered popcorn.
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.
This tall vial contains a violet Fluid, and tastes of pear.
User becomes invisible for 1 hour or until they attack or cast a spell.
This Glass vial contains a indigo Fluid with yellow light, and tastes of poison.
Each turn for as many HD the user has, they roll an HD and heal for the result.
This stout vial contains a blue Fluid with metallic charms, and tastes of sentient life and dragon farts.
For 1 Minute, the user gains +2 AC, doubles their movement speed, can take 1 extra Action per turn, and has Advantage on DEX Saves.
This Glass vial contains a red Fluid, and tastes of new beginnings and rotten egg.
Drinker is now one size larger, weighs 8x more, has Advantage on all STR checks and deal 1d4 extra damage.
This ornate vial contains a yellow Fluid with black mites, and smells of dragon farts.
User loses 3 Points of Exahustion, gaining the balance in Energy.
This ornate vial contains a indigo Fluid, and smells of envelope glue.
Flames wreathe the user, granting resistance to cold damage. All melee attackers receive 2d8 of Fire damage.
This Glass vial contains a green Fluid with yellow oil, and smells of bubble gum and fresh meat.
Any spell of Level 3 or lower ends on the drinker.
This long vial contains a yellow Fluid, and tastes of hand lotion.
User has Truesight for 1 Hour.
This Glass vial contains a white Fluid with green sparkles, and smells of tomato.
User must make a Constitution saving throw. For every 2 points under 20, they must roll one of their HD and subtract it from their Max HP until they complete their next long rest.
This Glass vial contains a orange Fluid, and smells of bone broth.
For 1 Minute, the user rolls a d20 at the end of each turn. 11 or higher and they vanish to the etherial plane. At the start of their turn, they return to an unoccupied space within 10ft of where they vanished.
This metallic vial contains a orange Fluid with red gems, and tastes of pear.
User gains a swimming speed equal to their walking speed.
This short vial contains a indigo Fluid with indigo oil, and smells of fish.
User gains resistance to nonmagical physical damage for 1 hour.
This tall vial contains a red Fluid, and tastes of lobster.
Everywhere the potion spreads is now covered in magical Light as if cast at a Spell Level equal to the users Proficiency Bonus.
This short vial contains a black Fluid with gold floaties, and tastes of vomit and dirty socks.
For 1 minute, the user can cast 'Absorb Elements' as a reaction, gaining resistance to the triggering type and adding 2d6 of that type to their next melee attack.
They may use this reaction a number of times equal to their proficiency bonus.
This Glass vial contains a orange Fluid, and tastes of jasmine.
User is instantly incapacitated for 10 minutes. At the end of the 10 minutes, they wake up and gain the benefits of a short rest.
This round vial contains a orange Fluid with blue gel, and smells of urine.
All Charisma skill checks cannot roll lower than a 15, and magic cannot detect any lies that are being told.
This Glass vial contains a indigo Fluid with orange light, and tastes of death.
You briefly stop the flow of time for everyone but yourself.
No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.
In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
This Glass vial contains a green Fluid with yellow sheen, and smells of chocolate cake and christmas.
For 1 minute, the drinker can spend 5ft of movement to enter one tree and exit another within 500ft.
This Glass vial contains a red Fluid with gold sheen, and tastes of steak and new life.
User must make a &D5&WIS Save.
On failed save, user is Charmed and must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls, and other creatures have advantage on their attack rolls against it.
This Glass vial contains a silver Fluid with metallic ribbons, and smells of pickles and vanilla ice cream.
User's jump distance is tripled for 1 minute.
This Glass vial contains a violet Fluid, and tastes of green apple.
User gains 15 in temp HP. Until this HP is expended, any melee attackers take the same in cold damage.
This ornate vial contains a silver Fluid with black mites, and tastes of toffee pudding.
User's voice is now uncontrollably 3x as loud, and they gain the other benefits of Thaumaturgy.
This round vial contains a orange Fluid with green oil, and smells of fried eggs and mint.
User gains Advantage on their first attack every round for 1 minute.
This Glass vial contains a orange Fluid with indigo mites, and smells of pestilence.
Stabilizes any creature administered the potion.
This tall vial contains a red Fluid, and smells of dragon farts.
Drinker regains all expended spell slots.
This Glass vial contains a green Fluid with orange mites, and smells of watermelon.
If drinker falls below 1hp within 8hrs, they instead have 1hp.
This Glass vial contains a white Fluid with metallic bubbles, and tastes of apple.
For 1 Hour, the User has advantage on Constitution skill checks and saving throws.
They also gain 2d6 temporary hit points, which are lost when the spell ends.
This Glass vial contains a blue Fluid, and tastes of pestilence and vanilla ice cream.
For 1 Hour, the user has advantage on Strength skill checks and saving throws.
Their carrying capacity doubles as well.
This tall vial contains a red Fluid with gold oil, and tastes of grape flavoring.
For 1 Hour, the user has advantage on Dexterity skills checks and saving throws.
It also doesn't take damage from falling a height less than 10x their Proficiency Bonus if it isn't incapacitated.
This round vial contains a orange Fluid, and smells of rotten meat.
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.
This Glass vial contains a red Fluid, and tastes of dirty socks.
For 1 Hour, the user has advantage on Intelligence skill checks and saving throws.
They may also use their reaction to add their Intelligence modifier to any roll they can see.
This Glass vial contains a yellow Fluid, and smells of jasmine.
For 1 Hour, the target has advantage on Wisdom checks.
This short vial contains a yellow Fluid with black charms, and smells of pizza and fried cake.
When struck by Acid, Cold, Fire, Lightning, Thunder, Necrotic, Radiant, or Poison damage roll a 1d8. On a 1, you are resistant to that damage type for the duration.
This Glass vial contains a violet Fluid with bronze oil, and smells of new beginnings.
Resistant to all types of damage for 1 Minute
This ornate vial contains a indigo Fluid with black gems, and smells of shame and aspen mist.
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.
This Glass vial contains a indigo Fluid, and smells of mint and new life.
For 1 hour, gain 10 Temp HP and add 1d4 to all d20 rolls.
This round vial contains a white Fluid with orange floaties, and smells of dirty socks and irish spring.
Immediately ends all poison or curse effects.
This Glass vial contains a gold Fluid with bronze bubbles, and smells of sulphur.
Become a gaseous cloud, gaining a flying speed of 10ft, and the ability to enter and occupy the space of another creature. You are resistant to nonmagical damage and have advantage on Strength, Dexterity, and Constitution Saving Throws.
You can pass through small holes, narrow openings, and even cracks, although you treat liquids as solid surfaces.
You cannot fall, and remain hovering in the air when stunned or incapacitated.
You cannot talk or manipulate objects, and any objects you were carrying or holding cannot be dropped, used, or otherwise interacted with.
You cannot attack or cast spells.
This heavy vial contains a red Fluid with gold mites, and tastes of sardine and toffee.
You remove one level of exhaustion, or a Charmed, Petrified, Curse, or any reduction to Ability scores or HP Maximum
This wooden vial contains a red Fluid with metallic floaties, and tastes of chicken.
Roll a d100 on the Wild Magic Table.
This short vial contains a indigo Fluid with white sheen, and tastes of lobster and bubble gum.
User rolls all of their HD, taking damage for each.
This tall vial contains a green Fluid, and smells of cotton candy and ketchup.
User loses half their total movement speed.
This ornate vial contains a red Fluid, and tastes of troll snot and farm dirt.
Drinker Subtracts 3 from their AC
This ornate vial contains a green Fluid with gold bubbles, and smells of earthworms.
Drinker subtracts 1d4 from their D20 rolls.
This tall vial contains a red Fluid, and tastes of green apple and farm dirt.
Potion is just a cursed fluid. Drinker is cursed to be earthbound, and will spend up to 100% of their movement going towards the ground at the beginning of their turn.
If user is being carried by any creature or vehicle that is airborne, the vehicle will lose it's flying speed until the cursed creature is off of the ship.
Lasts until dispelled as if it were a 5th level Spell.
This Glass vial contains a yellow Fluid, and smells of sardine and lobster.
Drinker stunned for 1 round, gains a Portent.
This tall vial contains a gold Fluid with black bubbles, and tastes of sardine and dirt.
For 10 Minutes, the user can Concentrate on up to 2 spells.
While doing so, the DC for their Concentration checks are made vs the full damage taken per-hit, instead of the usual half damage.
This Glass vial contains a red Fluid with white light, and tastes of new life.
Until the drinker takes a hostile action, any creature making a hostile action must make a DC 15 WIS save.
This long vial contains a gold Fluid, and tastes of vomit and black pepper.
User is fully transformed into a creature of the DM's choice.
This metallic vial contains a white Fluid with gold chunks, and tastes of cinnamon.
User is invisible for 1 Minute or until dispelled. They can take actions and cast spells as normal.
This short vial contains a yellow Fluid, and tastes of dragon farts.
Each turn for as many HD the user has, they roll an HD and take the result in damage.
This metallic vial contains a red Fluid with violet gel, and tastes of cream puffs and black pepper.
User's speed is halves, and they take a -3 Penalty on AC and DEX saves, and cannot use reactions.
On their turn they can use either an action or bonus action.
At the end of each turn the creature can make a DC 15 WIS save to end the spell. Failing any save by 5 or more and the potion lasts for the duration.
This tall vial contains a yellow Fluid with violet gel, and smells of magic.
Drinker is now one size smaller, weighs 8x less, has disadvantage on all STR checks and deals 1d4 less damage.
This Glass vial contains a blue Fluid with silver chunks, and tastes of black pepper.
User must make a Constitution Saving throw. For every 3 points under 20, they gain one level of Exhaustion.
This tall vial contains a white Fluid, and smells of dog food and envelope glue.
For 1 Minute, Icy mist wreathes the user, granting resistance to fire damage. All melee attackers receive 3d8 of Cold damage.
This Glass vial contains a orange Fluid with black light, and smells of pizza.
Drinker must make a DC 20 CON Save or suffer disadvantage on all Intelligence, Wisdom, and Charisma Saving Throws for 1 hour.
This Glass vial contains a indigo Fluid with white bubbles, and smells of peach.
User must make two 15 Constitution Saving throws. If the first fails, they are Blinded. If the second fails, they are Deafened. If both fail, they are Silenced.
This tall vial contains a red Fluid with violet stripes, and tastes of poison and ketchup.
User is now under the spell Blur. All attacks requiring sight have disadvantage.
This stout vial contains a green Fluid with blue light, and tastes of toffee and marshmallow.
Drinker regains 3d6 of HP.
This Glass vial contains a white Fluid with indigo ribbons, and smells of envelope glue.
User gains avantage on Stealth checks, but cannot speak or provide the verbal components to spells for 1 hour without making a &D5&WIS Save.
This tall vial contains a bronze Fluid with yellow oil, and tastes of tutti frutti.
User must make a Constitution Saving throw.
If they roll higher than 20, they suffer no ill effects. If they roll lower than 20, they are vulnerable to all Bludgeoning, Piercing, and Slashing damage.
If they roll lower than 15, they are also vulnerable to Fire, Cold, Acid, and Poison damage.
Less than 12 and they are vulnerable to all damage.
Victim may repeat the save once per hour, accepting the new results until they successfully complete a long rest or make their save.
This metallic vial contains a yellow Fluid, and smells of pear.
Magical Darkness fills a 15ft radius sphere for the duration, as if the spell Darkness was cast at Spell Level 3
This short vial contains a orange Fluid, and tastes of grapefruit and spaghetti.
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.
This tall vial contains a red Fluid with silver light, and smells of irish spring and black pepper.
Drinker must make a DC 15 CON Save at the end of each of it's turns until it has three consecutive successes.
On a failed save, the victim cannot take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement in a random direction and does not take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach.
If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally.
This wooden vial contains a green Fluid, and smells of marmalade and jewelry.
Drinker takes 1 Hit Die of damage every time they tell a lie.
This heavy vial contains a white Fluid, and tastes of home.
You have a Mage Hand with a lifting capacity of 50lbs.
This round vial contains a indigo Fluid with green chunks, and smells of irish spring and ketchup.
Spell and Ability save DC's increased by user's Proficiency Bonus
This Glass vial contains a violet Fluid with orange oil, and smells of gravy and sardine.
You exude radiant light in a 30ft radius. Each creature in the area that can see you must succeed a 15 CON save or become blinded for 1 minute.
This light penetrates magical darkness up to 3rd level.
This Glass vial contains a orange Fluid with black ribbons, and smells of toffee and you.
Should the drinker drop to 0hp before successfully completing their next long rest, their body will explode on death, dealing all of their hit die in Fire damage to all creatures within 30 ft or half as much with a successful DC 12+Proficiency Dexterity saving throw.
The exploded creature's body is completely disintegrated.
This Glass vial contains a indigo Fluid, and tastes of peach and bannana.
As Bonus Action, user can spit a blob of acid at a target within 20 feet, dealing 3d6 Acid damage if it fails a DC 15 DEX Save.
This short vial contains a white Fluid, and tastes of sentient life and hand lotion.
After drinking this potion, you can use a bonus action to exhale elemental energy at a target in a 30ft line or 15ft cone. All creatures must make a DC 15 DEX Save, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
This Glass vial contains a blue Fluid, and tastes of gravy and apple.
User is resistant to all damage except Psychic.
This Glass vial contains a yellow Fluid with bronze chunks, and tastes of innocence and pizza.
Revives any creature that has died within the last minute.
This heavy vial contains a red Fluid with black gel, and smells of belly button lint.
Victim must make a Constitution Saving Throw.
They lose 1 level's worth of spell slots for every point below 6x their Proficiency Bonus. Spell levels are cummulativive, so if a victim must lose 8 spell slots, they may lose (2) Level 3 slots and (1) Level 2 Spell Slot.
If the victim does not have any spell slots remaining, they take 1d6 Force damage per spell slot remaining.
This Glass vial contains a blue Fluid with silver bubbles, and tastes of roast beef and belly button lint.
Drinker immediately drops to 0hp, and begins making death saves with advantage.
Each save, they can ask death a Yes/No/Unknown question that will be answered faithfully, using the knowledge of all those who have died.
If they recover, they can make a DC 15 CON save to come back at their former HP.
This stout vial contains a yellow Fluid with white oil, and tastes of watermelon and cherry.
Victim must make two DC 15 Constitution Saving throws.
The first failure causes the victim to lose 1d6 Max per point of Proficiency bonus until they successfully complete their next long rest.
The second failure gives the victim disadvantage on Constitution Skill Checks and Saving Throws.
Failing either by 5 or more causes the victim to suffer both effects until the poison is cured or they complete their next long rest.
This Glass vial contains a indigo Fluid with red stripes, and tastes of musty caves.
Victim must make two DC 15 Constitution Saving throws.
The first failure causes the victim to lose half their maximum carrying capacity.
The second failure gives the victim disadvantage on Strength 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.
This short vial contains a yellow Fluid with white floaties, and smells of home and blueberries.
Victim must make two DC 15 Constitution Saving throws.
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.
This round vial contains a green Fluid, and smells of sweeping glory and chili powder.
Victim must make two DC 15 Constitution Saving throws.
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.
This round vial contains a silver Fluid, and smells of sentient life.
Victim must make two DC 15 Constitution Saving throws.
The first failure causes the victim to lose all ability to Read or cast the Somatic components of their spells, and may no longer apply their Intelligence bonus to their Spell Save DC (if applicable).
The second failure gives the victim disadvantage on Intelligence-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.
This tall vial contains a yellow Fluid with red light, and tastes of broccoli.
Victim must make two DC 15 Constitution Saving throws.
The first failure causes the victim to become blinded beyond 30ft, lose the ability to provide the Material components of any spells, and may no longer apply their Wisdom bonus to their Spell Save DC (if applicable). They also take a -5 penalty to their Passive Perception & Insight scores.
The second failure gives the victim disadvantage on Wisdom-based Attacks, Skill Checks, and Saving Throws. They also take a -5 penalty to their Passive Perception & Insight scores.
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.
This Glass vial contains a yellow Fluid with indigo chunks, and smells of black pepper and vomit.
When consumed, the user will be granted a 6 second vision of that which their heart desires most. By the end of the 6 seconds, they will know where it is within a 1 mile radius if it exists on the same plane.
This short vial contains a blue Fluid, and smells of envelope glue.
For 1 hour, the victim must make a DC 15 CON Save when struck by Acid, Cold, Fire, Lightning, Thunder, Necrotic, Radiant, or Poison damage. On failure, they are vulnerable to that damage for 1 round.
This stout vial contains a green Fluid, and smells of tears.
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, you regain the maximum number of hit points for any Hit Die you spend.
This wooden vial contains a yellow Fluid, and smells of new life.
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions.
This short vial contains a orange Fluid with blue sheen, and tastes of grape flavoring and troll snot.
When you drink this potion, you can cast the animal friendship spell (WIS Save DC 15 ) for 1 hour at will.
This ornate vial contains a red Fluid with black light, and tastes of dog food and belly button lint.
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell with a Save DC of 15 in that area for 8 hours.
This Glass vial contains a green Fluid, and tastes of onion and envelope glue.
The weapon's next 3 hits will deal 3d8 Radiant damage. If consumed, the target takes 9d8 damage.
This short vial contains a blue Fluid, and tastes of steak and feet.
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 6 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
This Glass vial contains a orange Fluid with blue sheen, and tastes of chili powder and bubble gum.
Until the potion ends, you read the thoughts of creatures within 30 feet of you. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind.
If you focus your mind on any one creature and probe deeper, the target must make a DC 15 . If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends.
Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check, ending the spell on success.
This Glass vial contains a blue Fluid with bronze chunks, and smells of bannana.
Upon inhaling this potion, you can cast Misty Step as a Bonus Action for the next 10 minutes.
When cast, you are briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
This Glass vial contains a blue Fluid with white ribbons, and smells of christmas and cream puffs.
For 2 Minutes, you enter a rage similar to that of a Barbarian.
- You have advantage on Strength checks and Strength saving throws.
- You add your proficiency bonus to the damage roll of all weapon attacks.
- You have resistance to all physical damage.
- If you cannot cast or concentrate on spells.
- This rage cannot be ended early unless you are knocked unconscious.
If you drop to 0 hit points while raging and don’t die, you can make a DC 10 CON Save. On success, you drop to 1 hit point instead. The DC increases by 5 each time you use this after the first.
This Glass vial contains a blue Fluid with metallic charms, and smells of hand lotion.
For 1 minute, you can crap lightning as a bonus action.
A creature of your choice within 20ft takes 17 (3d10) lightning damage, or make a DC 15 DEX Save for half.
This tall vial contains a yellow Fluid with indigo ribbons, and tastes of bubble gum.
For 1 minute, you can crap fire as a bonus action.
A creature of your choice within 20ft takes 83 (15d10) Fire damage, or make a DC DEX Save for half.
This Glass vial contains a indigo Fluid with blue gems, and tastes of envelope glue.
For 1 minute, you can give an icy cold stare as a bonus action.
A creature of your choice within 20ft takes 0 (d10) Cold damage, or make a DC CON Save for half.
This Glass vial contains a yellow Fluid with silver sheen, and tastes of the harbor.
For 1 minute, you can crap brick as a bonus action.
A creature of your choice within 20ft takes 0 (d10) Bludgeoning damage, or make a DC DEX Save for half.
This metallic vial contains a red Fluid with orange oil, and smells of pear.
For 10 minutes, you gain darkvision with a range of 120ft that can even pierce magical darkness.
This heavy vial contains a green Fluid with white gel, and tastes of dragon farts.
For 1 minute, roll on the Wild Magic table at the beginning of every turn.
If you do not select a target, it will default to yourself and your immediate proximity.
This Glass vial contains a yellow Fluid with yellow sparkles, and tastes of pear.
For 1 minute, your critical hit range expands by 1 on all attacks, saves, and skill checks.
This tall vial contains a green Fluid, and smells of fresh meat.
For the next 10 minutes, you can add 1d8 to any two rolls or 2d6 to any single roll.
This Glass vial contains a white Fluid, and tastes of death.
For the next 10 minutes, creatures of your choice within 15 ft can add +3 to their saving throws.
This Glass vial contains a blue Fluid, and smells of home.
For 1 minute, creatures of your choice within 10 ft take an additional +3 damage from attacks.
This Glass vial contains a red Fluid, and tastes of lobster.
For the next 10 minutes, creatures of your choice within 15 ft cannot be charmed while you are conscious.
This tall vial contains a blue Fluid with black ribbons, and tastes of steak.
You gain 20 portents that must be used on the next 20 d20 rolls you or an ally you can see makes until you have used each number once. You choose which number to use when.
1____2____3____4____5
6____7____8____9____10
11____12____13____14____15
16____17____18____19____20
These portents affect what the die reads, and any of the creature's bonuses still apply.
This Glass vial contains a green Fluid with green sparkles, and tastes of rotten egg.
For the next 10 minutes, creatures of your choice within 15 ft gain resistance to damage from all spells.
This Glass vial contains a blue Fluid, and smells of feet.
This potion must be consumed within the same round by up to 3 creatures.
All who use consume it can use their reaction to redirect the damage to anyone else that consumed this potion with them.
This stout vial contains a orange Fluid with indigo gel, and tastes of aspen mist.
For the next 10 minutes, you have advantage on death saving throws, and can come back at 1hp on a 19 or 20.
This Glass vial contains a indigo Fluid with metallic mites, and smells of troll snot.
For the next 10 minutes, you take no falling damage, and instead fall at your walking speed until you hit solid ground.
This Glass vial contains a red Fluid with violet ribbons, and tastes of toffee.
For the next 10 minutes, you can walk on water.
This Glass vial contains a blue Fluid with indigo mites, and smells of blackberry.
For the next 10 minutes, you gain a climbing speed equal to your walking speed.
This stout vial contains a orange Fluid, and smells of irish spring.
For 1 Hour, you can rebuke those who use violence up to 3 times.
Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a DC 15 WIS Save.
On a failed save, the attacker takes radiant damage equal to the damage it just dealt.
On a successful save, it takes half as much damage.
This Glass vial contains a white Fluid with red mites, and tastes of irish spring.
Apply to a weapon. For the next 10 minutes, add 1d6 to the weapon's damage.
This Glass vial contains a yellow Fluid, and tastes of ketchup.
This bomb detonates in 1d4 rounds, or can be triggered to detonate on impact. Once detonated, everything within a 10ft radius is covered in sticky black tar.
Creatures must make a DC 15 Strength Saving Throw or be forced to use 4 feet of movement for every 1.
This tall vial contains a violet Fluid with red light, and smells of bird poop.
For 1 hour, you can expend a hit die as a bonus action, adding it to any die roll.
This round vial contains a violet Fluid, and smells of fried eggs.
Each creature within 30ft of you must succeed on a 15 CON save or take 1d12 Necrotic damage. Successful saves negate any damage.
You gain temporary HP equal to the total amount lost by those creatures.
For 1 minute, whenever a creature hits you with an attack roll, that creature takes your Proficiency Bonus in Force damage as magic lashes out in retribution.
For 1 minute, flowers and vines grow around you.
The ground wihtin 15ft of you is difficult terrain for your enemies.
A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 7 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 11 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 4 (1d6) poison damage. After three successful saves, the poison ends.
This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. 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 &D5&Constitution saving throw 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 13 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 32 (9d6) poison damage on a failed save, or half as much damage on a successful one.
A creature subjected to this poison must succeed on a &D5&Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 4 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 4 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 20 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 11 (3d6) poison damage on a failed save, or half as much damage on a successful one.
A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
A creature subjected to this poison must roll against three consecutive &D5&Constitution 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 8 hours.
A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 18 Constitution saving throw, taking 25 (7d6) poison damage on a failed save, or half as much damage on a successful one.
A creature subjected to this poison must make a DC 14 Constitution saving throw. On a failed save, it takes 13 (2d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or take 21 (6d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 7 (2d6) poison damage. After three successful saves, the poison ends.
This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 17 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. 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 19 Constitution saving throw 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 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 21 Constitution saving throw, taking 63 (18d6) poison damage on a failed save, or half as much damage on a successful one.
A creature subjected to this poison must succeed on a DC 19 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or take 7 (2d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 7 (2d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 24 Constitution saving throw, taking 84 (24d6) poison damage on a failed save, or half as much damage on a successful one.
This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a &D5&Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
A creature subjected to this poison must succeed on a DC 22 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
A creature subjected to this poison must roll against three consecutive DC 19 Constitution Saves.
Failing the first one inflicts 56 (16d6) Poison Damage.
Failing the second one inflicts the Paralyzed Condition for 16 hours.
Failing the third one inflicts the Silenced Condition for 16 hours.
Failing any save by 5 or more inflicts the Poisoned condition for 16 hours.
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 22 Constitution saving throw, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one.