Drinker rolls all of their HD, healing for the sum.
This glass vial contains a yellow fluid, and smells of fish and toffee pudding.
Drinker adds 15ft to their speed for the duration.
This glass vial contains a green fluid, and smells of chicken and marmalade.
Drinker adds +2 to their AC for 10 minutes.
This glass vial contains a yellow dust, and smells of vomit.
Drinker adds 1d4 to all their D20 rolls for 1 minute.
This round vial contains a green fluid, and tastes of rotten meat and ham.
User gains a flight speed equal to their movement speed for 1 hour.
This tall vial contains a green juice, and smells of jasmine and death.
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 metallic vial contains a orange dust with silver charms, and smells of mint.
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 metallic vial contains a violet fluid with yellow stripes, and smells of cotton candy.
User gains 15 Temp HP.
This round vial contains a green dust with bronze oil, and tastes of peach.
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 glass vial contains a red serum with silver ribbons, and tastes of urine.
User becomes invisible for 1 hour or until they attack or cast a spell.
This heavy vial contains a red fluid, and tastes of evil incarnate.
Each turn for as many HD the user has, they roll an HD and heal for the result.
This tall vial contains a indigo dust with black chunks, and smells of fresh meat and pestilence.
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 short vial contains a white gel with violet gems, and smells of black pepper.
Drinker is now one size larger, weighs 8x more, has Advantage on all STR checks and deal 1d4 extra damage.
This metallic vial contains a blue dust with red oil, and smells of marshmallow.
User loses 3 Points of Exahustion, gaining the balance in Energy.
This stout vial contains a red dust with violet charms, and tastes of mint.
Flames wreathe the user, granting resistance to cold damage. All melee attackers receive 2d8 of Fire damage.
This tall vial contains a yellow fluid with yellow bubbles, and smells of tutti frutti and magic.
Any spell or curse of Level 3 or lower ends on the drinker.
This stout vial contains a blue fluid with violet sparkles, and tastes of bone broth.
User has Truesight for 1 Hour.
This glass vial contains a violet juice, and smells of mashed potatoes and bird poop.
User must make a Constitution saving throw. For every 2 points under 15, they must roll one of their HD and subtract it from their Max HP until they complete their next long rest.
This heavy vial contains a yellow fluid with white oil, and smells of onion.
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 short vial contains a orange fluid, and smells of onion.
User gains a swimming speed equal to their walking speed.
This wooden vial contains a silver dust with gold charms, and smells of coffee.
User gains resistance to nonmagical physical damage for 1 hour.
This long vial contains a yellow serum with red sheen, and smells of gravy and bone broth.
Everywhere the potion spreads is now covered in magical Light as if cast at a Spell Level equal to the users Proficiency Bonus.
This glass vial contains a black dust with bronze gel, and smells of life and lobster.
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 blue serum, and smells of mashed potatoes.
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 glass vial contains a blue fluid with yellow charms, and tastes of hand lotion.
All Charisma skill checks cannot roll lower than a 15, and magic cannot detect any lies that are being told.
This tall vial contains a gold fluid with red gems, and tastes of chocolate cake.
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 orange gel with indigo stripes, and tastes of gravy.
For 1 minute, the drinker can spend 5ft of movement to enter one tree and exit another within 500ft.
This glass vial contains a white fluid with yellow mites, and smells of vanilla ice cream.
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 short vial contains a blue oil, and smells of blood.
User's jump distance is tripled for 1 minute.
This tall vial contains a yellow oil, and smells of musty caves and dog food.
User gains 15 in temp HP. Until this HP is expended, any melee attackers take the same in cold damage.
This metallic vial contains a blue fluid with white chunks, and tastes of mashed potatoes.
User's voice is now uncontrollably 3x as loud, and they gain the other benefits of Thaumaturgy.
This glass vial contains a orange dust with silver oil, and tastes of horseradish.
User gains Advantage on their first attack every round for 1 minute.
This glass vial contains a blue oil with violet bubbles, and smells of sulphur and chicken.
Stabilizes any creature administered the potion.
This glass vial contains a black gel, and smells of cherry and rotten egg.
Drinker regains all expended spell slots.
This metallic vial contains a indigo dust with green bubbles, and smells of blueberries.
If drinker falls below 1hp within 8hrs, they instead have 1hp.
This short vial contains a bronze gel with white light, and smells of mint and new life.
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 tall vial contains a black fluid with red light, and smells of magic and elderberries.
For 1 Hour, the user has advantage on Strength skill checks and saving throws.
Their carrying capacity doubles as well.
This metallic vial contains a black juice with orange bubbles, and smells of bone broth.
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 metallic vial contains a gold fluid with black gel, and tastes of broccoli.
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 short vial contains a green fluid with yellow mites, and smells of tears.
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 red oil with violet ribbons, and tastes of earthworms.
For 1 Hour, the target has advantage on Wisdom checks.
This short vial contains a yellow oil, and smells of musty caves.
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 stout vial contains a indigo juice with green chunks, and smells of broccoli.
Resistant to all types of damage for 1 Minute
This glass vial contains a blue fluid, and tastes of innocence and irish spring.
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 long vial contains a red gel with gold sheen, and smells of cherry.
For 1 hour, gain 10 Temp HP and add 1d4 to all d20 rolls.
This stout vial contains a green fluid with orange mites, and smells of chili powder.
Immediately ends all poison or curse effects.
This glass vial contains a green dust, and smells of cotton candy.
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 metallic vial contains a yellow dust, and smells of chicken.
You remove one level of exhaustion, or a Charmed, Petrified, Curse, or any reduction to Ability scores or HP Maximum
This glass vial contains a indigo fluid with bronze bubbles, and tastes of lemon and peach.
Roll a d100 on the Wild Magic Table.
This glass vial contains a red serum with bronze light, and smells of mint.
User rolls all of their HD, taking damage for each.
This glass vial contains a metallic serum with silver gems, and tastes of cream puffs and black pepper.
User loses half their total movement speed.
This glass vial contains a indigo gel, and tastes of cranberry and chili powder.
Drinker Subtracts 3 from their AC
This glass vial contains a red dust with bronze floaties, and tastes of jewelry.
Drinker subtracts 1d4 from their D20 rolls.
This metallic vial contains a red juice with violet bubbles, and tastes of the harbor.
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 wooden vial contains a orange fluid, and smells of lemon.
Drinker stunned for 1 round, gains a Portent.
This glass vial contains a orange gel with violet stripes, and smells of sweeping glory and blueberries.
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 dust, and tastes of mint.
Until the drinker takes a hostile action, any creature making a hostile action must make a DC 15 WIS save.
This tall vial contains a green dust with bronze ribbons, and smells of grapefruit and onion.
User is fully transformed into a creature of the DM's choice.
This ornate vial contains a yellow fluid, and smells of envelope glue.
User is invisible for 1 Minute or until dispelled. They can take actions and cast spells as normal.
This glass vial contains a red dust with violet oil, and smells of blood and dog food.
Each turn for as many HD the user has, they roll an HD and take the result in damage.
This short vial contains a red juice with white stripes, and tastes of gravy.
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 glass vial contains a violet gel with bronze light, and smells of bone broth.
Drinker is now one size smaller, weighs 8x less, has disadvantage on all STR checks and deals 1d4 less damage.
This heavy vial contains a blue dust with green ribbons, and smells of sentient life.
User must make a Constitution Saving throw. For every 3 points under 20, they gain one level of Exhaustion.
This tall vial contains a indigo fluid with silver stripes, and tastes of chili powder and the harbor.
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 red dust with blue gel, and tastes of envelope glue.
Drinker must make a DC 15 CON Save or suffer disadvantage on all Intelligence, Wisdom, and Charisma Saving Throws for 1 hour.
This glass vial contains a green fluid with violet light, and tastes of chocolate cake and cherry.
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 glass vial contains a red oil with orange gel, and smells of chocolate cake.
User is now under the spell Blur. All attacks requiring sight have disadvantage.
This metallic vial contains a white fluid with silver bubbles, and tastes of almond and spaghetti.
Drinker regains 3d6 of HP.
This glass vial contains a violet fluid, and smells of apple and sardine.
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 glass vial contains a green fluid with indigo sheen, and smells of ketchup.
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 wooden vial contains a violet gel with yellow sparkles, and tastes of farm dirt and all things good.
Magical Darkness fills a 15ft radius sphere for the duration, as if the spell Darkness was cast at Spell Level 3
This glass vial contains a violet fluid with red gel, and tastes of bird poop.
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 glass vial contains a yellow fluid with white charms, and tastes of peach.
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 tall vial contains a blue fluid, and tastes of fresh meat and rotten meat.
Drinker takes 1 Hit Die of damage every time they tell a lie.
This glass vial contains a red gel with blue charms, and tastes of mustard.
You have a Mage Hand with a lifting capacity of 50lbs.
This short vial contains a blue dust with metallic ribbons, and smells of earthworms.
Spell and Ability save DC's are increased by user's Proficiency Bonus for 10 minutes.
This round vial contains a yellow dust with bronze sparkles, and smells of sulphur and blood.
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 short vial contains a black dust with yellow mites, and tastes of new beginnings.
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 15 DEX Save.
The exploded creature's body is completely disintegrated.
This round vial contains a violet dust with gold mites, and smells of dirty socks.
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 yellow oil, and tastes of phlegm and orange.
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 tall vial contains a red dust with violet bubbles, and smells of musty caves.
User gains resistance to all damage except Psychic.
This short vial contains a red dust, and tastes of ketchup.
Revives any creature that has died within the last minute.
This glass vial contains a red serum with bronze oil, and tastes of bone broth and new life.
Victim must make a DC 20 CON save, losing 1 level's worth of spell slots for every point below the save.
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 stout vial contains a white fluid with bronze gems, and smells of envelope glue.
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 tall vial contains a gold oil with black floaties, and smells of cotton candy.
Victim must make two DC 15 Constitution Saving throws.
For every point below 15, the creature's max HP is lowered by 1 unmoidified roll of their hit die.
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.
These effects last until the poison is cured or the victim completes their next long rest.
This tall vial contains a white juice with black gems, and tastes of sardine.
Victim must make two DC 15 Constitution Saving throws.
The first failure causes the victim to lose half their maximum carrying capacity, and they may no longer jump.
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 glass vial contains a gold oil, and smells of bird poop and horseradish.
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 tall vial contains a violet fluid with metallic gems, and tastes of death and fried eggs.
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 glass vial contains a black fluid, and tastes of sweeping glory and magic.
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 wooden vial contains a red oil with yellow stripes, and smells of toffee pudding.
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 wooden vial contains a indigo gel with violet floaties, and tastes of innocence.
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 metallic vial contains a red fluid with metallic gel, and tastes of fresh meat and tutti frutti.
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 tall vial contains a blue dust with violet mites, and tastes of vanilla ice cream and feet.
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.
This ornate vial contains a blue gel with indigo chunks, and tastes of sardine and blood.
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions.
This ornate vial contains a red fluid with metallic floaties, and smells of gravy and honey.
When you drink this potion, you can cast the animal friendship spell (WIS Save DC 15 ) for 1 hour at will.
This glass vial contains a orange gel with yellow floaties, and smells of evil incarnate.
This 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 white dust with blue floaties, and smells of broccoli and cranberry.
The weapon's next 3 hits will deal 3d8 Radiant damage. If consumed, the regains 9d8 HP.
This glass vial contains a yellow oil with silver mites, and smells of cinnamon.
This oil can coat one slashing or piercing weapon or up to 10 pieces of tiny 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 green juice with indigo gel, and tastes of life.
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 black oil with green light, and smells of cotton candy.
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 indigo gel with bronze light, and tastes of poison and pizza.
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 green dust with metallic sheen, and tastes of all things good and envelope glue.
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 glass vial contains a green oil, and tastes of fresh meat.
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 round vial contains a orange oil with black gems, and smells of jasmine and magic.
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 red fluid, and tastes of evil incarnate.
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 short vial contains a silver fluid with violet oil, and smells of hand lotion.
For 10 minutes, you gain darkvision with a range of 120ft that can even pierce magical darkness.
This bedazzled vial contains a green fluid, and tastes of aspen mist.
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 tall vial contains a violet oil with bronze stripes, and smells of envelope glue.
For 1 minute, your critical hit range expands by 1 on all attacks, saves, and skill checks.
This short vial contains a blue oil, and tastes of coffee and evil incarnate.
For the next 10 minutes, you can add 1d8 to any two rolls or 2d6 to any single roll.
This round vial contains a white dust with bronze chunks, and smells of all things good.
For the next 10 minutes, creatures of your choice within 15 ft can add +3 to their saving throws.
This glass vial contains a green fluid, and tastes of cinnamon.
For 1 minute, creatures of your choice within 10 ft take an additional +3 damage from attacks.
This ornate vial contains a yellow dust with blue charms, and tastes of bannana and hand lotion.
For the next 10 minutes, creatures of your choice within 15 ft cannot be charmed while you are conscious.
This ornate vial contains a red fluid with black charms, and tastes of new beginnings and cranberry.
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 tall vial contains a green fluid with indigo oil, and smells of pestilence.
For the next 10 minutes, creatures of your choice within 15 ft gain resistance to damage from all spells.
This glass vial contains a violet juice with gold sparkles, and smells of bannana and grape flavoring.
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 heavy vial contains a red dust with green mites, and tastes of innocence.
For the next 10 minutes, you have advantage on death saving throws, and can come back at 1hp on a 19 or 20.
This heavy vial contains a metallic fluid with black gel, and tastes of earthworms and musty caves.
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 white fluid with yellow bubbles, and tastes of green apple and bone broth.
For the next 10 minutes, you can walk on water.
This ornate vial contains a indigo fluid with violet charms, and smells of earthworms.
For the next 10 minutes, you gain a climbing speed equal to your walking speed.
This round vial contains a yellow gel with bronze bubbles, and tastes of phlegm and horseradish.
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 green fluid, and smells of chicken.
Apply to a weapon. For the next 10 minutes, add 1d6 to the weapon's damage.
This long vial contains a orange oil with violet light, and smells of aspen mist.
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 glass vial contains a orange fluid with black gel, and tastes of onion.
For 1 hour, you can expend a hit die as a bonus action, adding it to any die roll.
This glass vial contains a yellow dust with green gems, and tastes of coffee and chocolate cake.
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.
This round vial contains a blue oil with metallic chunks, and tastes of cotton candy and marmalade.
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.
This glass vial contains a black fluid, and tastes of cherry.
For 1 minute, flowers and vines grow around you.
The ground wihtin 15ft of you is difficult terrain for your enemies.
This ornate vial contains a indigo juice, and tastes of innocence.
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.
This tall vial contains a green oil with silver sparkles, and smells of sulphur and mint.
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 glass vial contains a blue fluid with metallic bubbles, and smells of chili powder.
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 metallic vial contains a yellow fluid with metallic bubbles, and tastes of roast beef.
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.
This round vial contains a yellow juice with orange bubbles, and tastes of mustard and blackberry.
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.
This glass vial contains a blue fluid with green gems, and tastes of cherry.
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.
This heavy vial contains a white fluid with gold oil, and smells of dog food.
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.
This metallic vial contains a orange fluid with red gems, and tastes of green apple.
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.
This metallic vial contains a green oil with red oil, and tastes of home.
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 round vial contains a indigo fluid, and tastes of blackberry and cinnamon.
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 tall vial contains a yellow dust, and tastes of ketchup and cherry.
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.
This glass vial contains a indigo dust with yellow sparkles, and tastes of musty caves and musty caves.
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.
This ornate vial contains a violet fluid with red bubbles, and tastes of mustard.
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.
This tall vial contains a white fluid with bronze floaties, and tastes of lobster.
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 glass vial contains a red oil, and smells of marmalade and mashed potatoes.
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.
This glass vial contains a indigo dust with indigo mites, and smells of marmalade.
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.
This glass vial contains a gold fluid with blue chunks, and tastes of rotten egg and rotten meat.
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 short vial contains a orange dust with green chunks, and smells of honey.
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 short vial contains a violet serum with white bubbles, and smells of phlegm.
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.
This short vial contains a orange juice with blue oil, and tastes of orange and new life.
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.
This tall vial contains a yellow dust with yellow gems, and tastes of tutti frutti.
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.
This glass vial contains a blue oil, and tastes of belly button lint and vanilla ice cream.
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.
This wooden vial contains a orange fluid, and smells of innocence.
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.
This round vial contains a orange oil, and smells of sardine.
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 glass vial contains a orange dust with violet charms, and tastes of new life.
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 ornate vial contains a red fluid with red stripes, and smells of peach and rotten egg.
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.
This stout vial contains a red gel, and smells of vanilla ice cream and steak.
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.
This stout vial contains a orange dust, and smells of apple.
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.
This long vial contains a blue oil with yellow charms, and smells of bone broth.
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 glass vial contains a violet fluid, and smells of troll snot and new life.
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.
This glass vial contains a orange fluid with red oil, and smells of blood and tomato.
For the next minute, the affected creature may swap places with any willing creature within 60ft as a bonus action.
This heavy vial contains a violet fluid with orange sparkles, and tastes of almond.
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
This wooden vial contains a red fluid with indigo floaties, and smells of dog food.
Once activated, this bomb detonates in 1d4 rounds on initiative zero, or detonates immediately on impact. Once detonated, creatures in a 20ft radius are covered in sticky acid dealing 3d4 acid damage at the start of each of it's turns until they (or another creature) use an action to wash the acid off.
This metallic vial contains a orange fluid with blue gel, and tastes of peach.