Drinker rolls all of their HD, healing for the sum.
Drinker adds 15ft to their speed for the duration.
Drinker adds 15ft to their speed for the duration.
Drinker adds 15ft to their speed for the duration.
Drinker adds 15ft to their speed for the duration.
Drinker adds +2 to their AC for 10 minutes.
Drinker adds +2 to their AC for 10 minutes.
Drinker adds +2 to their AC for 10 minutes.
Drinker adds +2 to their AC for 10 minutes.
Drinker adds 1d4 to all their D20 rolls for 1 minute.
Drinker adds 1d4 to all their D20 rolls for 1 minute.
Drinker adds 1d4 to all their D20 rolls for 1 minute.
Drinker adds 1d4 to all their D20 rolls for 1 minute.
User gains a flight speed equal to their movement speed for 1 hour.
User gains a flight speed equal to their movement speed for 1 hour.
User gains a flight speed equal to their movement speed for 1 hour.
User gains a flight speed equal to their movement speed for 1 hour.
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.
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.
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.
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.
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.
User gains 15 Temp HP.
User gains 15 Temp HP.
User gains 15 Temp HP.
User gains 15 Temp HP.
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.
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.
User becomes invisible for 1 hour or until they attack or cast a spell.
User becomes invisible for 1 hour or until they attack or cast a spell.
Each turn for as many HD the user has, they roll an HD and heal for the result.
Each turn for as many HD the user has, they roll an HD and heal for the result.
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.
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.
Drinker is now one size larger, weighs 8x more, has Advantage on all STR checks and deal 1d4 extra damage.
Drinker is now one size larger, weighs 8x more, has Advantage on all STR checks and deal 1d4 extra damage.
User loses 3 Points of Exahustion, gaining the balance in Energy.
User loses 3 Points of Exahustion, gaining the balance in Energy.
Flames wreathe the user, granting resistance to cold damage. All melee attackers receive 2d8 of Fire damage.
Any spell or curse of Level 3 or lower ends on the drinker.
Any spell or curse of Level 3 or lower ends on the drinker.
User has Truesight for 1 Hour.
User must make a DC 15 CON Save.
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.
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.
User gains a swimming speed equal to their walking speed.
User gains resistance to nonmagical physical damage for 1 hour.
User gains resistance to nonmagical physical damage for 1 hour.
Everywhere the potion spreads is now covered in magical Light as if cast at a Spell Level equal to the users Proficiency Bonus.
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.
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.
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.
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.
All Charisma skill checks cannot roll lower than a 15, and magic cannot detect any lies that are being told.
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.
For 1 minute, the drinker can spend 5ft of movement to enter one tree and exit another within 500ft.
User must make a DC 15 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.
User's jump distance is tripled for 1 minute.
User gains 15 in temp HP. Until this HP is expended, any melee attackers take the same in cold damage.
User's voice is now uncontrollably 3x as loud, and they gain the other benefits of Thaumaturgy.
User gains Advantage on their first attack every round for 1 minute.
User gains Advantage on their first attack every round for 1 minute.
Stabilizes any creature administered the potion.
Drinker regains all expended spell slots.
Drinker regains all expended spell slots.
If drinker falls below 1hp within 8hrs, they instead have 1hp.
If drinker falls below 1hp within 8hrs, they instead have 1hp.
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.
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.
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.
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.
For 1 Hour, the user has advantage on Strength skill checks and saving throws.
Their carrying capacity doubles as well.
For 1 Hour, the user has advantage on Strength skill checks and saving throws.
Their carrying capacity doubles as well.
For 1 Hour, the user has advantage on Strength skill checks and saving throws.
Their carrying capacity doubles as well.
For 1 Hour, the user has advantage on Strength skill checks and saving throws.
Their carrying capacity doubles as well.
For 1 Hour, the user has advantage on Dexterity skills checks and saving throws.
It also does not take damage from falling a height less than 10x their Proficiency Bonus if it is not incapacitated.
For 1 Hour, the user has advantage on Dexterity skills checks and saving throws.
It also does not take damage from falling a height less than 10x their Proficiency Bonus if it is not incapacitated.
For 1 Hour, the user has advantage on Dexterity skills checks and saving throws.
It also does not take damage from falling a height less than 10x their Proficiency Bonus if it is not incapacitated.
For 1 Hour, the user has advantage on Dexterity skills checks and saving throws.
It also does not take damage from falling a height less than 10x their Proficiency Bonus if it is not incapacitated.
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.
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.
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.
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.
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.
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.
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.
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.
For 1 Hour, the target has advantage on Wisdom checks.
For 1 Hour, the target has advantage on Wisdom checks.
For 1 Hour, the target has advantage on Wisdom checks.
For 1 Hour, the target has advantage on Wisdom checks.
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.
Resistant to all types of damage for 1 Minute
Resistant to all types of damage for 1 Minute
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.
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.
For 1 hour, gain 10 Temp HP and add 1d4 to all d20 rolls.
For 1 hour, gain 10 Temp HP and add 1d4 to all d20 rolls.
Immediately ends all poison or curse effects.
Immediately ends all poison or curse effects.
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 CON Saves.
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.
You remove one level of exhaustion, or a Charmed, Petrified, Curse, or any reduction to Ability scores or HP Maximum
You remove one level of exhaustion, or a Charmed, Petrified, Curse, or any reduction to Ability scores or HP Maximum
Roll a d100 on the Wild Magic Table.
Roll a d100 on the Wild Magic Table.
Roll a d100 on the Wild Magic Table.
Roll a d100 on the Wild Magic Table.
User rolls all of their HD, taking damage for each.
User rolls all of their HD, taking damage for each.
User loses half their total movement speed.
Drinker Subtracts 3 from their AC
Drinker subtracts 1d4 from their D20 rolls.
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.
Drinker stunned for 1 round, gains a Portent.
Drinker stunned for 1 round, gains a Portent.
Drinker stunned for 1 round, gains a Portent.
Drinker stunned for 1 round, gains a Portent.
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.
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.
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.
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.
Until the drinker takes a hostile action, any creature making a hostile action must make a DC 15 WIS save.
Until the drinker takes a hostile action, any creature making a hostile action must make a DC 15 WIS save.
User is fully transformed into a creature of the DM's choice.
User is fully transformed into a creature of the DM's choice.
User is invisible for 1 Minute or until dispelled. They can take actions and cast spells as normal.
User is invisible for 1 Minute or until dispelled. They can take actions and cast spells as normal.
Each turn for as many HD the user has, they roll an HD and take the result in damage.
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.
Drinker is now one size smaller, weighs 8x less, has disadvantage on all STR checks and deals 1d4 less damage.
Drinker is now one size smaller, weighs 8x less, has disadvantage on all STR checks and deals 1d4 less damage.
User must make a CON Save. For every 3 points under 20, they gain one level of Exhaustion.
For 1 Minute, Icy mist wreathes the user, granting resistance to fire damage. All melee attackers receive 3d8 of Cold damage.
For 1 Minute, Icy mist wreathes the user, granting resistance to fire damage. All melee attackers receive 3d8 of Cold damage.
For 1 Minute, Icy mist wreathes the user, granting resistance to fire damage. All melee attackers receive 3d8 of Cold damage.
For 1 Minute, Icy mist wreathes the user, granting resistance to fire damage. All melee attackers receive 3d8 of Cold damage.
Drinker must make a DC 15 CON Save or suffer disadvantage on all Intelligence, Wisdom, and Charisma Saving Throws for 1 hour.
User must make two DC 15 CON Saves. If the first fails, they are Blinded. If the second fails, they are Deafened. If both fail, they are also Silenced.
User is now under the spell Blur. All attacks requiring sight have disadvantage.
Drinker regains 3d10 hit points.
Drinker regains 3d10 hit points.
Drinker regains 3d10 hit points.
Drinker regains 3d10 hit points.
Drinker regains 3d10 hit points.
User gains avantage on Stealth checks, but cannot speak or provide the verbal components to spells for 1 hour without making a DC 15WIS Save.
User gains avantage on Stealth checks, but cannot speak or provide the verbal components to spells for 1 hour without making a DC 15WIS Save.
User must make a CON Save.
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.
Magical Darkness fills a 15ft radius sphere for the duration, as if the spell Darkness was cast at Spell Level 3
Magical Darkness fills a 15ft radius sphere for the duration, as if the spell Darkness was cast at Spell Level 3
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.
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 does not 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.
Drinker takes 1 Hit Die of damage every time they tell a lie.
Drinker takes 1 Hit Die of damage every time they tell a lie.
You have a Mage Hand with a lifting capacity of 50lbs.
You have a Mage Hand with a lifting capacity of 50lbs.
Spell and Ability save DC's are increased by user's Proficiency Bonus for 10 minutes.
Spell and Ability save DC's are increased by user's Proficiency Bonus for 10 minutes.
You exude radiant light in a 30ft radius. Each creature in the area that can see you must succeed a DC 15 CON save or become blinded for 1 minute.
This light penetrates magical darkness up to 3rd level.
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.
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.
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.
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.
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.
User gains resistance to all damage except Psychic.
User gains resistance to all damage except Psychic.
User gains resistance to all damage except Psychic.
Revives any creature that has died within the last minute.
Revives any creature that has died within the last minute.
Revives any creature that has died within the last minute.
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.
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.
Victim must make two DC 15 CON Saves.
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.
Victim must make two DC 15 CON Saves.
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.
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.
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.
Victim must make two DC 15 CON Saves.
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.
Victim must make two DC 15 CON Saves.
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.
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.
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.
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.
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.
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions.
When you drink this potion, you can cast the animal friendship spell (WIS Save DC 15 ) for 1 hour at will.
When you drink this potion, you can cast the animal friendship spell (WIS Save DC 15 ) for 1 hour at will.
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 to a creature takes 1 minute. 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 20-foot square, duplicating the effect of the grease spell with a DC 15 DEX Save in that area for 8 hours.
The weapon's next 3 hits will deal 3d8 Radiant damage. If consumed, the regains 9d8 HP.
The weapon's next 3 hits will deal 3d8 Radiant damage. If consumed, the regains 9d8 HP.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Within the next minute, you can crap fire once as a bonus action.
A creature of your choice within 20ft takes 22 (4d10) Fire damage, or make a DC 15 DEX Save for half.
Within the next minute, you can crap fire once as a bonus action.
A creature of your choice within 20ft takes 22 (4d10) Fire damage, or make a DC 15 DEX Save for half.
Within the next minute, you can crap fire once as a bonus action.
A creature of your choice within 20ft takes 22 (4d10) Fire damage, or make a DC 15 DEX Save for half.
Within the next minute, you can crap fire once as a bonus action.
A creature of your choice within 20ft takes 22 (4d10) Fire damage, or make a DC 15 DEX Save for half.
Once in the next minute, you can give an icy cold stare as a bonus action.
A creature of your choice within 20ft takes 22 (4d10) Cold damage, or make a DC 15 CON Save for half.
Once in the next minute, you can give an icy cold stare as a bonus action.
A creature of your choice within 20ft takes 22 (4d10) Cold damage, or make a DC 15 CON Save for half.
Once in the next minute, you can give an icy cold stare as a bonus action.
A creature of your choice within 20ft takes 22 (4d10) Cold damage, or make a DC 15 CON Save for half.
Once in the next minute, you can give an icy cold stare as a bonus action.
A creature of your choice within 20ft takes 22 (4d10) Cold damage, or make a DC 15 CON Save for half.
For 1 minute, you can drop bricks as a bonus action.
A creature of your choice within 20ft takes 0 (d10) Bludgeoning damage, or make a DC 15 DEX Save for half.
For 1 minute, you can drop bricks as a bonus action.
A creature of your choice within 20ft takes 0 (d10) Bludgeoning damage, or make a DC 15 DEX Save for half.
For 1 minute, you can drop bricks as a bonus action.
A creature of your choice within 20ft takes 0 (d10) Bludgeoning damage, or make a DC 15 DEX Save for half.
For 1 minute, you can drop bricks as a bonus action.
A creature of your choice within 20ft takes 0 (d10) Bludgeoning damage, or make a DC 15 DEX Save for half.
For 10 minutes, you gain darkvision with a range of 120ft that can even pierce magical darkness.
For 10 minutes, you gain darkvision with a range of 120ft that can even pierce magical darkness.
For 10 minutes, you gain darkvision with a range of 120ft that can even pierce magical darkness.
For 10 minutes, you gain darkvision with a range of 120ft that can even pierce magical darkness.
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.
For 1 minute, your critical hit range expands by 1 on all attacks, saves, and skill checks.
For the next 10 minutes, you can add 1d8 to any two rolls or 2d6 to any single roll.
For the next 10 minutes, you can add 1d8 to any two rolls or 2d6 to any single roll.
For the next 10 minutes, creatures of your choice within 15 ft can add +3 to their saving throws.
For 1 minute, creatures of your choice within 10 ft take an additional +3 damage from attacks.
For 1 minute, creatures of your choice within 10 ft take an additional +3 damage from attacks.
For the next 10 minutes, creatures of your choice within 15 ft cannot be charmed while you are conscious.
For the next 10 minutes, creatures of your choice within 15 ft cannot be charmed while you are conscious.
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.
For the next 10 minutes, creatures of your choice within 15 ft gain resistance to damage from all spells.
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.
For the next 10 minutes, you have advantage on death saving throws, and can come back at 1hp on a 19 or 20.
For the next 10 minutes, you have advantage on death saving throws, and can come back at 1hp on a 19 or 20.
For the next 10 minutes, you have advantage on death saving throws, and can come back at 1hp on a 19 or 20.
For the next 10 minutes, you take no falling damage, and instead fall at your walking speed until you hit solid ground.
For the next 10 minutes, you take no falling damage, and instead fall at your walking speed until you hit solid ground.
For the next 10 minutes, you take no falling damage, and instead fall at your walking speed until you hit solid ground.
For the next 10 minutes, you can walk on water.
For the next 10 minutes, you can walk on water.
For the next 10 minutes, you can walk on water.
For the next 10 minutes, you can walk on water.
For the next 10 minutes, you gain a climbing speed equal to your walking speed.
For the next 10 minutes, you gain a climbing speed equal to your walking speed.
For the next 10 minutes, you gain a climbing speed equal to your walking speed.
For the next 10 minutes, you gain a climbing speed equal to your walking speed.
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.
Apply to a weapon. For the next 10 minutes, add 1d6 to the weapon's damage.
Apply to a weapon. For the next 10 minutes, add 1d6 to the weapon's damage.
Apply to a weapon. For the next 10 minutes, add 1d6 to the weapon's damage.
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 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 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 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.
For 1 hour, you can expend a hit die as a bonus action, adding it to any die roll.
For 1 hour, you can expend a hit die as a bonus action, adding it to any die roll.
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, 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, 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, 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.
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 CON Save. 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 make a DC 10 CON Save. 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 CON Save 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.
A creature subjected to this poison must succeed on a DC 13 CON Save 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 CON Save 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 must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 CON Save 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 CON Save 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 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 CON Save 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&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 &D5&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 13 CON Save or become poisoned for 1 hour. The poisoned creature is blinded.
A creature subjected to this poison must succeed on a DC 13 CON Save 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 CON Save, taking 32 (9d6) poison damage on a failed save, or half as much damage on a successful one.
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 CON Save, 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&CON Save 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 &D5&CON Save 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 CON Save 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.
A creature subjected to this poison must succeed on a DC 14 CON Save 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 CON Save, 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 purple worm. A creature subjected to this poison must make a DC 20 CON Save, 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 CON Save, taking 11 (3d6) 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 CON Save, 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 CON Save or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
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.
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 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 CON Save 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.
A creature subjected to this poison must succeed on a DC 12 CON Save 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 CON Save, taking 25 (7d6) 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 wyvern. A creature subjected to this poison must make a DC 18 CON Save, 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 CON Save. 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 CON Save 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 CON Save 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 CON Save 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 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.
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 CON Save, 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 CON Save 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 CON Save 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 CON Save, 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&CON Save, 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 CON Save 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 CON Save 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 CON Save, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one.
For the next minute, the affected creature may swap places with any willing creature within 60ft as a bonus action.
For the next minute, the affected creature may swap places with any willing creature within 60ft as a bonus action.
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
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.
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.
If the user consumes a potion within the next 10 minutes, the effects become permenant.
Whenever the user casts a spell that is not a cantrip, they risk triggering a Wild Magic surge.
Immediately after casting the spell, they must roll 1d20. If the result is lower than the level of the spell cast, they must roll on the Wild Magic table.
If a wild magic surge is not triggered, they add the level of the spell cast to their next Wild Magic Surge chance.
Example: User casts a 3rd level spell. The spell goes into effect, then they roll 17 on 1d20. They cast a 2nd level spell on their next turn. The spell goes into effect, and they roll 1d20 to check for a surge. On a 5 or lower, they trigger a surge.
This potion lasts until the user completes a long rest. It can only be ended prematurely through a Wish or Greater Restoration spell.
If the user fails a saving throw, it can choose to use a reaction and succeed instead.
The user may use this feature up to three times before the end of their next long rest.
If the user fails a saving throw, it can choose to use a reaction and succeed instead.
The user may use this feature up to three times before the end of their next long rest.