(VIAL) This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail. Type of Giant Strength Rarity Potion of Hill When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score. (VIAL) Giant Strength 21 Uncommon Potion of Frost Giant Strength 23 Rare Potion of Stone Giant Strength 23 Rare Potion of Fire Giant Strength 25 Rare Potion of Cloud Giant Strength 27 Very Rare Potion of Storm Giant Strength 29 Legendary. When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score.
(VIAL) When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.
(VIAL) One vial of this oil can cover one 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 the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action
(VIAL) One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a Weapon, +3,+3 Weapon or the coated ammunition into Ammunition, +3,+3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.
(VIAL) the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate. One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium).
(VIAL) For 1 minute after you drink this potion, you have Resistance to all damage. This potion’s syrupy liquid looks like liquefied iron.
(VIAL) Potion of Vitality Potion, very rare 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, you regain the
(VIAL) When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion’s yellowish liquid but vanishes when the potion is opened.
(VIAL) Potion of Flying This potion gives you a flying speed equal to your walking speed for 1 hour. If the potion wears off while you’re flying and nothing else is holding you aloft, you must use your movement to descend. If you fail to land before 1 minute passes, you fall.
(VIAL)When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion’s yellow fluid is streaked with black and swirls on its own.
(VIAL) Potion of Resistance Potion, uncommon When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below. d10
(VIAL) When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion’s container seems to hold fog that moves and pours like water.
(VIAL) When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion’s liquid continuously
(VIAL) When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion’s liquid continuously
(VIAL)When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion’s muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.
(VIAL) You can breathe underwater for 24 hours after drinking this potion. This potion’s cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
(VIAL) When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion’s dense, purple liquid has an ovoid cloud of pink floating in it.
(VIAL) This potion’s container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.
(VIAL) When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion’s blue liquid bubbles and steams as if boiling.
(VIAL) When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
(VIAL) After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking 4d6 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 potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
(VIAL) The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
(VIAL) This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.
(VIAL) When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
You Regain 4d4 +4 Hit Points
You regain 10d4 +20 Hit Points
You regain 8d4 + 8 Hit Points
(VIAL) This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.