(This tall vial contains a yellow oil with orange bubbles, and smells of bone broth.) Drinker regains 3d10 hit points.
(This tall vial contains a yellow oil with orange bubbles, and smells of bone broth.) Drinker regains 3d10 hit points.
(This glass vial contains a yellow fluid, and tastes of mint.) Drinker stunned for 1 round, gains a Portent.
(This tall vial contains a green fluid with white ribbons, and smells of guilt and bannana.) When consumed, the user makes a Religion check as they breifliy commune with the diety that cares about them the most, gaining a bonus or penalty to all their attacks and saves
- 5 or less and they subtract 1d6.
- 5-10 they subtract 1d4.
- 10-15, nothing happens.
- 15-20, they gain 1d4.
- 20-25, they gain 1d6.
- 25+, they gain 1d12.
These effects last for the next 10 minutes or until a Remove Curse or Dispel Magic alleviates the condition.
(This heavy vial contains a yellow gel with indigo sparkles, and tastes of jasmine and dragon farts.) Immediately ends all poison or curse effects.
(This tall vial contains a red fluid, and tastes of bone broth.) If drinker falls below 1hp within 8hrs, they instead have 1hp.
(This glass vial contains a blue fluid with indigo gems, and smells of the harbor and vanilla ice cream.) For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
(This short vial contains a blue dust with blue floaties, and tastes of bone broth.) 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 ornate vial contains a red gel with gold ribbons, and smells of sentient life and black pepper.) 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.
(This tall vial contains a yellow fluid with metallic light, and tastes of guilt and mustard.) 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 tall vial contains a red fluid, and tastes of bone broth.) If drinker falls below 1hp within 8hrs, they instead have 1hp.
(This glass vial contains a black juice, and tastes of pestilence and blood.) 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 metallic vial contains a white juice, and tastes of dirty socks.) 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 short vial contains a red gel, and tastes of marshmallow and mashed potatoes.) 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.
(This wooden vial contains a yellow juice with silver charms, and tastes of fried eggs.) Revives any creature that has died within the last minute.
(This glass vial contains a blue fluid with indigo gems, and smells of the harbor and vanilla ice cream.) For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
(This heavy vial contains a black fluid, and smells of tomato and onion.) 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 short vial contains a violet dust with green oil, and tastes of tomato.) 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 short vial contains a violet dust with green oil, and tastes of tomato.) 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 metallic vial contains a white juice, and tastes of dirty socks.) 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 tall vial contains a yellow oil with orange bubbles, and smells of bone broth.) Drinker regains 3d10 hit points.
(This glass vial contains a yellow fluid with yellow floaties, and smells of dirty socks.) For 1 hour, you can expend a hit die as a bonus action, adding it to any die roll.
(This tall vial contains a red fluid with metallic mites, and tastes of death and spaghetti.) 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.
(This glass vial contains a green gel with red sparkles, and smells of lemon and honey.) 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.
(This glass vial contains a indigo serum with white sparkles, and smells of jewelry.) 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 STR Saving Throw or be forced to use 4 feet of movement for every 1.
(This short vial contains a blue dust with blue floaties, and tastes of bone broth.) 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 metallic vial contains a red fluid with bronze light, and smells of sweeping glory.) For the next 10 minutes, creatures of your choice within 15 ft cannot be charmed while you are conscious.
(This tall vial contains a yellow oil with orange bubbles, and smells of bone broth.) Drinker regains 3d10 hit points.
(This ornate vial contains a indigo fluid with violet sparkles, and tastes of blueberries and watermelon.) 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 tall vial contains a red fluid with metallic mites, and tastes of death and spaghetti.) 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.
(This short vial contains a orange fluid with blue floaties, and tastes of dirt.) 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.
(This tall vial contains a yellow oil with orange bubbles, and smells of bone broth.) Drinker regains 3d10 hit points.
(This tall vial contains a yellow oil with orange bubbles, and smells of bone broth.) Drinker regains 3d10 hit points.
(This glass vial contains a white oil, and tastes of dragon farts.) For the next 10 minutes, you have advantage on death saving throws, and can come back at 1hp on a 19 or 20.
(This short vial contains a red fluid with green sparkles, and tastes of fried eggs.) Drinker adds +2 to their AC for 10 minutes.
(This tall vial contains a red fluid, and tastes of bone broth.) If drinker falls below 1hp within 8hrs, they instead have 1hp.
(This tall vial contains a yellow oil with orange bubbles, and smells of bone broth.) Drinker regains 3d10 hit points.