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Potion List

The document lists various magical potions and items, detailing their effects, durations, and any special notes. Potions include buffs to strength, movement, and health, as well as utility and control effects, with varying rarity from common to legendary. Each potion has unique characteristics and ingredients that define its magical properties.

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0% found this document useful (0 votes)
89 views12 pages

Potion List

The document lists various magical potions and items, detailing their effects, durations, and any special notes. Potions include buffs to strength, movement, and health, as well as utility and control effects, with varying rarity from common to legendary. Each potion has unique characteristics and ingredients that define its magical properties.

Uploaded by

mdglacrosse88
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Perfume of Bewitching

Wondrous Item, common


This tiny vial contains magic perfume, enough for one use. You can use an action to apply the
perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all
Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the
perfume’s effect are not aware that they’ve been influenced by magic.

Notes: Buff, Social

Potion of Hill Giant Strength


Potion, uncommon
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect
on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

Notes: Set: Strength Score, Buff, Consumable

Potion of Climbing
Potion, common
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour.
During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion
is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to
mix the colors.

Notes: Set: Innate Speed (Climbing), Advantage: Athletics, Buff, Movement,

Consumable

Bottled Breath
Potion, uncommon
This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.

If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t
need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it
early doesn’t give you the benefit of exhaling the breath.

Notes: Control, Utility

Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The
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 in that area for 8 hours.

Notes: Control, Movement, Utility, Consumable

Philter of Love
Potion, uncommon
The next time you see a creature within 10 minutes after drinking this philter, you
become charmed by that creature for 1 hour. If the creature is of a species and gender you are
normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued,
effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Notes: Charmed, Control, Consumable

Potion of Animal Friendship


Potion, uncommon
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will.
Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw,
or a squirrel hair.
Notes: Control, Communication, Consumable

Potion of Fire Breath


Potion, uncommon
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you.
The target must make 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.

Notes: Damage: Fire, Damage

Potion of Growth
Potion, uncommon
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours
(no concentration required). The red in the potion's liquid continuously expands from a tiny bead to
color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Notes: Control, Utility, Consumable

Potion of Poison
Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However,
it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving
throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take
3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a
successful save, the poison damage you take on your subsequent turns decreases by 1d6. The
poison ends when the damage decreases to 0.

Notes: Consumable, Cursed


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.
Notes: Resistance: Acid, Resistance: Cold, Resistance: Fire, Resistance: Force,

Resistance: Lightning, Resistance: Necrotic, Resistance: Poison, Resistance: Psychic,

Resistance: Radiant, Resistance: Thunder, Warding, Consumable

Potion of Water Breathing


Potion, uncommon
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the
sea and has a jellyfish-like bubble floating in it.

Notes: Breathe Underwater, Buff, Utility, Consumable

Elixir of Health
Potion, rare
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.

Oil of Etherealness
Potion, rare
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The 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 the etherealness spell for 1 hour.

Notes: Movement, Utility, Consumable

Potion of Clairvoyance
Potion, rare
When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this
yellowish liquid but vanishes when the potion is opened.

Notes: Scrying, Detection, Consumable


Potion of Diminution
Potion, rare
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 contracts to a tiny bead and
then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

Notes: Control, Utility, Consumable

Potion of Gaseous Form


Potion, rare
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.

Notes: Movement, Utility, Warding, Consumable

Potion of Frost Giant Strength


Potion, rare
When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect
on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant.

Notes: Set: Strength Score, Buff, Consumable

Potion of Stone Giant Strength


Potion, rare
When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect
on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant.

Notes: Set: Strength Score, Buff, Consumable


Potion of Heroism
Potion, rare
For 1 hour after drinking it, 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 blue potion
bubbles and steams as if boiling.

Notes: Bonus: Temporary Hit Points, Healing, Buff, Consumable

Potion of Invulnerability
Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy
liquid looks like liquefied iron.

Notes: Resistance: All, Warding, Consumable

Potion of Maximum Power


Potion, rare
The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the
potion, instead of rolling dice to determine the damage dealt, you can instead use the highest
number possible for each die.

This glowing purple liquid smells of sugar and plum, but it has a muddy taste.

Potion of Mind Control (Beast)


Potion, rare
When you drink a potion of mind control (beast), you can cast a dominate spell (save DC 15) on a
specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.

A potion of mind control (beast) produces the effect of a dominate beast. If the target’s initial saving
throw fails, the effect lasts for 1 hour, with no concentration required on your part.
The charmed creature has disadvantage on new saving throws to break the effect during this time.
(Against the Giants)

Notes: Control, Consumable


Potion of Mind Control (Humanoid)
Potion, rare
When you drink a potion of mind control (humanoid), you can cast a dominate spell (save DC 15) on
a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.

A potion of mind control (humanoid) produces the effect of a dominate person. If the target’s initial
saving throw fails, the effect lasts for 1 hour, with no concentration required on your part.
The charmed creature has disadvantage on new saving throws to break the effect during this time.
(Against the Giants)

Notes: Control, Consumable

Potion of Mind Control (Monster)


Potion, very rare
When you drink a potion of mind control (monster), you can cast a dominate spell (save DC 15) on a
specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.

A potion of mind control (monster) produces the effect of a dominate monster. If the target’s initial
saving throw fails, the effect lasts for 1 hour, with no concentration required on your part.
The charmed creature has disadvantage on new saving throws to break the effect during this time.
(Against the Giants)

Notes: Control, Consumable

Potion of Mind Reading


Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The
potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Notes: Control, Detection, Consumable

Oil of Sharpness
Potion, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or
piercing weapon or up to 5 pieces of 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.

Notes: Bonus: Magic, Damage, Buff, Combat, Consumable

Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can
hover. If you're in the air when the potion wears off, you fall unless you have some other means of
staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white
impurities drifting in it.

Notes: Set: Innate Speed (Flying), Movement, Utility, Consumable

Potion of Fire Giant Strength


Potion, rare
When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect
on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant.

Notes: Set: Strength Score, Buff, Consumable

Potion of Cloud Giant Strength


Potion, very rare
When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect
on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant.

Notes: Set: Strength Score, Buff, Consumable

Potion of Storm Giant Strength


Potion, legendary
When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect
on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant.

Notes: Set: Strength Score, Buff, Consumable

Potion of Invisibility
Potion, very rare
This potion's container looks empty but feels as though it holds liquid. When you drink it, you
become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if
you attack or cast a spell.

Notes: Invisible, Deception, Consumable

Potion of Longevity
Potion, very rare
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 a 10 percent cumulative
chance that you instead age by 1d6 +6 years. Suspended in this amber liquid are a scorpion's tail,
an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. The
ingredients vanish when the potion is opened.

Notes: Reduces Physical Age, Control, Buff, Consumable

Potion of Possibility
Potion, very rare
When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a
Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each
fragment lasts for 8 hours or until used.

When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to
roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made
against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the
one you rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or
disadvantage has been applied to the original roll.
While you have one or more Fragments of Possibility from this potion, you can’t gain another
Fragment of Possibility from any source.

Potion of Speed
Potion, very rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration
required). The potion's yellow fluid is streaked with black and swirls on its own.

Notes: Buff, Movement, Consumable

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 maximum number of hit points for any Hit
Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a
heartbeat.

Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable

Potion of Giant Size


Potion, legendary
When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise
the potion does nothing. For that duration, your Strength becomes 25, if it isn’t already higher, and
your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In
addition, the reach of your melee attacks increases by 5 feet.

Everything you are carrying and wearing also increases in size for the duration. When rolling
damage for weapons enlarged in this manner, roll three times the normal number of dice; for
example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing
damage (instead of 1d10) when used with two hands.

When the effect ends, any hit points you have above your hit point maximum become temporary hit
points.

This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to
that of rotting algae. It tastes sweet, however, when consumed.

Notes: Buff, Shapechanging

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