Each creature within 30ft of you must succeed on a 17 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 the next 10 minutes, you take no falling damage, and instead fall at your walking speed until you hit solid ground.
User gains a swimming speed equal to their walking speed.
Magical Darkness fills a 20ft radius sphere for the duration, as if the spell Darkness was cast at Spell Level 4
Until the drinker takes a hostile action, any creature making a hostile action must make a DC 17 WIS save.
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.
Drinker adds +2 to their AC for 10 minutes.
Drinker regains 4d10 hit points.
User gains resistance to nonmagical physical damage for 1 hour.
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.
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.
Once opened, all creatures that consume this potion (or have it applied to them) within 1 Minute become mystically bonded. All bonded creatures share an HP pool until this bond is dispelled when the HP pool drops to 0hp. Bonded creatures gain nor lose no other defenses or resistances, and existing or future conditions, diseases, poisons, and spells do not transfer through the bond. Healing spells add to the pool as normal. All creatures within this bond feel all damage taken by the others, and those concentrating on spells need to make CON saves as if they had taken the damage themselves.
Unwilling creatures may make a DC 15 CON save, becoming immune to this effect on success.
A creature may be separated from the bond with a Remove Curse spell, in which case, they roll half their Hit Die (adding CON per normal), removing the total from the remaining pool, and adding it to their own current HP.
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.
Drinker regains 4d10 hit points.
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.
Drinker adds +2 to their AC for 10 minutes.
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 17 . 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.
Revives any creature that has died within the last minute.
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.