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