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Saguaro Brew

Potion, very rare


Potion of Esoteric Protection
When you drink this potion, your skin becomes Potion, rare
thick, smooth and green and, where they can,
long spines grow. Your AC can't be less than 16 When you drink this potion, you gain a +2 bonus
for the next hour regardless of what kind of to AC for the next 10 minutes as you are
armor you are wearing and attackers take 1d4 surrounded by a shimmering field of glittering
piercing damage. golden dust.
The timeless magic of the cacti in the potion
takes a short time to awaken. It takes 1d4
rounds before the potion’s magical effect
occurs.

Flask of Banished Banes


Potion, rare
Silver Oil of Levitation
Potion, uncommon
When you drink this potion, all curses affecting
you end. If the curse is caused by a magic item, the This oil can coat a single object with a surface area of
curse remains on the object, but the potion breaks up to 10 square feet that weighs 500 pounds or less.
the drinker's attunement to the object, so it can be Applying the oil takes 1 minute. The object can float
removed or discarded. Otherwise, the curse is freely in the air for 10 minutes. Moving the object
caught in the flask and sealed by the lid. The flask through the air leaves a shimmering mist.
may only contain one captured curse at a time.
Potion of photosynthesis
Potion, very rare
The drinkers skin and hair turn green. For the
duration of the potion effect when the drinker takes
a short rest naked in the sun they may reroll 1's on
their hit dice.

The effect lasts for 1d4+3 days, after which the hair
and skin start turning red then brown over the
course of a few hour and finally the hair falls out.

This baldness lasts for 1d4+1 days after which the


skin goes back to its normal color and the hair starts
to grow back normally over the course of two days.

If another potion is drunk during the bald period, the


hair grows back green and the skin shifts from brown
to green during the normal two day of recovery.

Liquid Courage
Potion, Legendary

When you drink this potion, a fire lights in your eyes


and you become immune to being Frightened for 1
hour. If you are Frightened when you drink the
potion, you are no longer Frightened. You also gain
10 temporary hit points and are suddenly seriously
motivated to attack the creature within sight that
would otherwise frighten you the most. Liquid Shillelagh
Potion, uncommon
For the duration, the imbiber is unable to whisper
and finds it difficult not to yell instead of talking,
This oil can coat weapons with wooden parts. Applying
while influenced by the potion. The player must
speak loudly, when speaking, and if the player does the oil takes 1 minute. For 1 minute, you can choose to
not speak loudly, the potion’s effect immediately use your Wisdom modifier for the attack and damage
ends.
rolls of melee attacks using the coated weapon, and the
weapon's damage increases with 1d4 for the duration.
The weapon also becomes magical, if it isn't already.
Extravaganza Elixir Succubus Flask of Charm and Shower
Potion, rare Potion, rare
All your hair sparkles and shines with blinding light Makes the user and its gear instantly clean so that they
for 6 seconds before permanently turning into a smell great and look as good as possible.
dazzling new color! (roll d20)
Also, the potion makes the user extremely physically
1. Scarlet Red 11. Light Violet attractive and as a result, nearly irresistible to nearby
2. Bright Orange 12. Imperial Purple people (+5 to CHA).
3. Coral 13. Flamingo Pink
It also gives the user an unprecedented erection.
4. Very Yellow 14. Ruby
5. Blonde 15. Just Black
The effect lasts for 1d6 hours.
6. Mint Green 16. Platinum White
7. Cyan 17. Silver Gray
Once the effect of the potion runs out. Until a meal is
8. Teal 18. Bronze Brown
consumed, the imbiber suffers disadvantage to strenuous
9. Midnight Blue 19. Burgundy
activities (including attacking).
10. Cerulean Blue 20. Multicolored (roll two
more times)

Operatic Tonic Zhonya’s Essence


Potion, uncommon
When you drink this potion, your hit point
Potion, legendary
maximum and current hit points increase by 6 for Gifts the user temporary invulnerability. Freezes
the next 8 hours. As long as the temporary hit
points remain, everything the user says comes out
the user in stasis (for 6 seconds or one round of
in song, and fey music follows them in the air. combat) that makes them immune to damage,
but they cannot move or act.
Mana Potion
Potion, uncommon
Restores one 1st level spell slot (or Ki
point, sorcery point etc.)
Greater Mana Potion
Potion, rare
Restores one 3st level spell slot (or ki point,
sorcery point etc.). Alternatively, restores
three 1st level spell slots or one 1st level and
one 2nd level spell slot.

Feather Fall Potion (Hyper-potent)


Potion, rare
After 2d6 seconds the drinker rockets 1000
feet upwards and falls back down towards the
ground, stopping softly some 2 feet above the
ground where they gently float for 1d4
minutes before finally dropping.
Vial of Moon Essence
Potion, very rare Vial Instant Comfort

The vial has a faint silvery glow. You can use Potion, common
your action to pour the entirety of this potion
The instant comfort potion is a fast-acting
on a weapon you are holding. That weapon
relaxation potion that clears the mind. The
deals magic radiant damage (and an additional
1d6) instead of its normal damage for the next 8 potion is a white, murky looking liquid that
hours. tastes like sweet, frothy, candy.
After you drink the potion, you have
advantage on Constitution checks made to
maintain concentration on a spell. Some
people get addicted to it.
Elixir of Skeletonization
Phial of the Unknowable
Potion, very rare Potion, rare
If you drink this potion, you slowly turn into an The one who drinks this potion has a vision of a
undead skeleton for 1 week. You retain the capabilities you prophecy, either past, present or future. This
had in your original form and gain the following traits: deals 1d10 psychic damage.
Restoring Limbs. You can restore any limb after it being
detached or destroyed by simply finding a suitable The potion’s magic also drains the imbiber.
replacement, then using your action to attach it. Once the effect runs out, the character begins
yawning heavily and feels drowsy. For the next
hour the character will doze off, if he or she is
Skeletal Nature. You are immune to disease,
being poisoned and poison damage. You do not need to eat not moving about constantly or being kept
or breathe. Instead of sleeping, you enter an inactive state awake by others.
for 4 hours each day. You do not dream in this state; you are
fully aware of your surroundings and notice approaching
enemies and other events as normal.

False Appearance. You may, as an action, collapse your


form into a pile of bones. While you remain motionless, you
are indistinguishable from a normal pile of bones. In this
state, you are prone and your speed is 0.
Spell Weaver Brew
Potion, Legendary

This potion looks appears as a purple liquid in a gem-


shaped bottle. But when touched by a spellcaster, the
potion starts to stir itself from within the bottle. The
contents now appear as purple, sparkling sand rapidly
stirred across the bottle.

When a spellcaster drinks this potion, they regain all of


their expended spell slots. When a non-spellcaster drinks
this potion, they have vulnerability to all damage from
spells and making saving throws against spell effects with
disadvantage.

This liquid taste like sugar water to a spellcaster but tastes


like salt water to a non-spellcaster.
Potent Potion of Springing
Potion, Rare
You can jump four times as high for 24
hours, also all fall damage you take is
divided by four for the duration

Unveiling Philter

Potion, very rare


The liquid turns into vapor once it is exposed to the
air, and the imbiber must drink it fast. The character
must perform a Dexterity Check DC 10. If it fails a part
of the potion evaporated, and the character only gains
half the effect or half the duration.

The potion grants the user Truesight for 1d10 hours.


After the duration the user passes out in a crazed
fever dream for 1d10 hours due to the recent insight
overload.
Zephyr Flask

Potion, legendary
You can hover an inch above the ground. Your
base speed is now 60 feet for 1d4 hours. Your
movement leaves a multicolored shimmer
behind that last for 1d4 hours.
Additionally, when you drink this potion, all
your exhaustion levels are restored.

Frozen Panacea

Potion, very rare

Equilibrium Flask The potion constantly crystallizes and must be


shaken vigorously in order to return it to its liquid
Potion, very rare state. The character must shake it for one round,
before it can be imbibed, and the player must
The liquid begins to boil and surge and must be simulate shaking the potion flask.
drunk immediately. The character must perform a
When drunk as an action, the user must make a
Dexterity Check DC 5. If it fails, the potion DC 14 Constitution saving throw or take 1d4 cold
explodes in a shower of shards between the damage.
imbibers hands for 1d6 damage, and the potion is
lost. When drunk you can exhale a frost breath in a 15
feet cone. Each creature in the area must make a
For the next 1d4 hours, one random ability score DC13 Constitution save, or take 3d6 cold
damage, and half on a success. The effect ends
is increased by 6 (no maximum), and one
after you exhale the cold breath two times or
different random ability score is decreased by 6 when 1 hour has passed.
(no minimum).
Potion of Healing (Spoiled)
Potion, very rare
Gain 2d4+4 hit points and gain a randomly
chosen condition for 1d4 hours: either
poisoned, blinded, or deafened.

Elixir of Truth de Trop


Holtven Panacea: Potion, very rare

Potion, legendary The liquid tastes awful and has foul smell, and the
imbiber finds it difficult to consume. The character
A bright gold potion with swirls of pink. must perform a Constitution Check DC 7 or vomit
Tastes like cherries and sorbet. Upon the potion out losing its effect.
drinking, all negative conditions are If the potion is successfully drunk, the user must
removed, health is restored to full, and any succeed on a DC 17 Wisdom saving throw or be
injuries are instantly healed. Extremely forced to speak nothing but the truth for 10
minutes. The user is compelled to answer any
expensive.
questions asked during that time, but for each
The thick liquid flows slowly like syrup, and question a DC 17 Wisdom saving throw can be
made, ending the effect on a successful save.
it takes two rounds to drink the potion.
Lead Elixir
Potion, rare
A heavy, syrupy liquid medicine. When you
drink it, you body becomes heavy and solid for
1 minute. You feel your skin getting harder.
You AC is increased by 3, but your movement
speed is halved for 1 minute. During the
effect, you cannot benefit from any increases
to your speed or a flying speed.

Jade Elixir of Solace

Potion, very rare Safire Elixir of Solace


This potion's green liquid reflects light,
granting it a flickering sheen. A spellcaster Potion, rare
that drinks this potion regains all expended 1st This potion's blue liquid reflects light, granting it
and 2nd level spell slots. a slight sheen. A spellcaster that drinks this
Additionally, the imbiber’s eyes glow green, potion regains all expended 1st level spell slots.
shedding bright light in a 30-foot cone and Additionally, the imbiber’s hands glow blue,
dim light for an additional 30 feet for the next shedding bright light in a 20-foot radius and dim
1d4 hours. light for an additional 20 feet for the next 1d8
hours
Plant Growth Stimulant
Potion, very rare
Antidote Dew Tonic
By pouring a third of this potion on the ground, you
have the ability to cast the plant growth spell three Potion, very rare
times, using the 1 action casting time only. If you
haven't cast the spell using the 1 action casting time, The potion resembles golden honey. Drinking it
meaning you haven't used any of the potion, you can gives a boost to your immunity system and cures
instead use the 8-hour casting time option by using you of diseases.
the entire potion at once. Regardless, any unused
uses of the spell are lost when you finish a long rest. Additionally, you drool uncontrollably for 1d4 hours
The potion is not for consumption. If you attempt to and during that time you can eat unpurified food
drink it, you must succeed on a DC 15 Con saving and drinks and are immune to diseases.
throw or be poisoned for 1 hour
Potion of the Luminous
Potion, uncommon

When you drink this potion, you magically emit


bright light in a 5- to 30-foot radius and dim light
for an additional number of feet equal to the
chosen radius for 1 hour. You can alter the radius
as a bonus action. This potion's white liquid
flickers with light equivalent to a small candle,
though it requires no air or fuel of any kind.

Spectral Serpent Syrup


Potion, very rare
A thick, glowing, cyan potion containing a
phantom snake. Tastes like blueberries and
honey. Upon drinking, all bodily fluids glow
a bright blue, causing them to emit a feint
glow for 2d6 days. This glow becomes
stronger when bleeding.

All your attacks emit a ghostly glow and


deal 1d4 additional radiant damage.
During the last hours of the effect, your
veins seem to rise to the top of your
body. Afterwards, they leave dark
purple and blue markings across your
skin which will remain as tattoos.

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