When you drink this frothy liquid, you can perfectly mimic the call of any songbird for 24 hours.
O:TTGpotion1 gp
Rabbit's Speed
Potion, Common
Within seconds of downing this potion, you feel a distinct lightness and spring in your step. For the next 10 minutes, your walking speed increases by 5 feet.
O:TTGpotion1 gp
Sensorius Maximus
Potion, Common
This effervescent green potion tastes like an old sock. When imbibed, it heightens all the senses with an expansive, almost euphoric feeling. For the next hour, you gain a +3 bonus to Wisdom (Perception) checks.
O:TTGpotion1 gp
Flip and Skip
Potion, Common
This blue potion sparkles and fizzes when opened and makes your tongue tingle when imbibed. For the next hour, you gain a +3 bonus to Dexterity (Acrobatics) checks.
O:TTGpotion2 gp
Projected Thoughts
Potion, Common
When you drink this gritty potion, a 1-foot-diameter bubble emerges from the top of your head. The bubble lasts for 1 hour and moves with you, remaining centered on you. Until this effect ends, you can choose to project your thoughts into the bubble, where they manifest as illusory but silent words or images (your choice), which anyone can see.
O:TTGpotion2 gp
Weapon Master's Elixir
Potion, Common
When you drink this potion, you gain a sense of clarity and focus, and the swing of a certain weapon becomes second nature to you. For the next 24 hours, you gain proficiency with a melee weapon of your choice.
O:TTGpotion2 gp
Brute Brew
Potion, Common
Drinking this brownish broth fills your sinews with ogreish power. For the next hour, you gain a +3 bonus to Strength (Athletics) checks.
O:TTGpotion3 gp
Intoxicating Aroma
Potion, Common
When consumed, you smell of an expertly crafted perfume. The effects of this potion last for 22 years. This doesn't count against the number of potions you can have affecting your body at once.
O:TTGpotion3 gp
Spirit of Salyri
Potion, Common
This potion is said to contain the spirit of Salyri, a great Obojiman warrior known for her fighting prowess. Anyone who drinks this potion gains a certain understanding of how to effectively wear armor in combat. For the next 24 hours, you gain proficiency with one type of armor of your choice.
O:TTGpotion3 gp
Animal Affinity
Potion, Common
This potion has a violet color and smells like a spring meadow. When you drink it, you become very calm and are able to sense the subtle cues from all kinds of animals. For the next hour, you gain a +3 bonus to Wisdom (Animal Handling) checks.
O:TTGpotion4 gp
Beast Hide
Potion, Common
Drinking this potion thickens your skin and grows patches of fur all around your body. Frost that would normally freeze your skin instead melts on contact. For 1 minute, you have resistance to cold damage.
O:TTGpotion4 gp
Ladybug Kinship
Potion, Common
When opened, this potion begins to evaporate quickly. For 1 minute, as the potion evaporates, ladybugs fly out of the bottle at a rate of 500 per round. The potion stops producing ladybugs once it has fully evaporated.
O:TTGpotion4 gp
Detective's Tonic
Potion, Common
This subtle bourbon-flavored potion burns when consumed. For the next hour, you gain a +3 bonus to Intelligence (Investigation) checks.
O:TTGpotion5 gp
Essence of Umami
Potion, Common
This potion makes everything taste amazing. When you pour it on any food, no matter if it's a hunk of tofu or a slab of slow-roasted brisket, essence of umami makes it glow with magic. When the food is tasted, it magically gives the taster their own personal version of the ultimate culinary experience.
O:TTGpotion5 gp
Spirit Armor
Potion, Common
When poured on a creature that isn't wearing armor, this potion covers the target with a magical force. For the next hour, the target has an AC of 15 while it isn't wearing armor. This effect ends if the target dons armor.
O:TTGpotion5 gp
Cave Diver
Potion, Common
When poured on your hands and feet, they temporarily become stained with a deep indigo color. For the next 10 minutes, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
O:TTGpotion6 gp
Displacement Field
Potion, Common
Drinking this silvery, glittering potion causes you to shimmer and flicker, making you appear to be standing next to your actual location. Until the start of your next turn, all attacks against you are made with disadvantage.
O:TTGpotion6 gp
Vocal Stranger
Potion, Common
Once imbibed, you can perfectly mimic the speech of a person you're not familiar with. If you can't think of a person you've never met, you instead mimic a random voice. The effects of the potion last for 1 hour.
O:TTGpotion6 gp
Beard Brew
Potion, Common
Drinking this fuzzy liquid gives the sensation of wool rubbing against your entire body. When consumed, you instantly grow facial hair, even if you would not normally be able to do so. The style of facial hair is random, and it stays on your face until shaven off. This doesn't count against the number of potions you can have affecting your body at once.
O:TTGpotion7 gp
Perfect Memory
Potion, Common
For 1 hour after drinking this potion, everything you see and hear is recorded perfectly in your memory. You can recall these memories up to 24 hours later. After that, all the memories begin to fade with only the most memorable parts remaining.
O:TTGpotion7 gp
Shepherd's Bane
Potion, Common
It is said that this potion was first brewed in the Gale Fields by a young shepherd looking to protect their flock. The irony was not lost on them when they drank the potion and took on wolflike features. When you drink this potion, you grow claws which last for 1 hour. For the duration, your unarmed strikes using your claws deal slashing damage equal to 1d6 plus your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
O:TTGpotion7 gp
Bottled Bomb
Potion, Common
When thrown at a point that you can see within 60 feet of you, this volatile liquid explodes. Each creature within 5 feet of the explosion must make a DC 14 Dexterity saving throw, taking 1d8 force damage on a failed save, or half as much damage on a successful one.
O:TTGpotion8 gp
Eyes of Akibu
Potion, Common
When this potion is poured over your eyes, your long-range vision enhances. For 4 hours, you can see up to 300 feet away as if looking at something one-tenth as far away from you.
O:TTGpotion8 gp
Photosynthetic Skin
Potion, Common
This vibrant green potion tastes like freshly cut grass. For the next 24 hours, while the sun is out, you regain 1 hit point at the start of every hour.
O:TTGpotion8 gp
Djinn and Tonic (Common)
Potion, Common
The typical djinn and tonic, a common potion, is a specialty alcoholic beverage that causes a magical wind to tussle your hair, cloak, or other clothing dramatically for 1 hour after you drink it. A small mote of mist dances above the potion's liquid and gently stirs it. The beverage is smooth, bubbly, and very refreshing with notes of juniper, elderberries, white peach, and lavender. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
TGS2potion8 gp
Glowskin
Potion, Common
Ironically, glowskin potions are jet black in color. For 4 hours after drinking this potion, your skin sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
O:TTGpotion9 gp
Paradise Plumage
Potion, Common
After drinking this potion, you are instantly adorned with striking and distinctive plumage. You can control it to create dazzling displays of shimmering feathers, iridescent colors, and stunning patterns. When you do so, you gain advantage on all Charisma (Performance) checks made to distract or amaze. The effects of this potion last for 24 hours.
O:TTGpotion9 gp
Wonder Juice
Potion, Common
When you drink this multicolored potion, you instantly feel magical. For 1 minute, everything you are wearing or carrying is considered magical, allowing weapons you wield to overcome resistance and immunity to nonmagical attacks and damage.
O:TTGpotion9 gp
Bath Potion
Potion, Common
This bubbly potion is frothy and smells like lavender. When you drink this potion, any dirt and grime on your body is magically rinsed away. Further, your breath, hair, and nails are suddenly cleaned, either looking polished and pristine or smelling of daisies and honey for the next 24 hours. Bubbles occasionally escape from your mouth while the potion's effects are active.
TGS1'24potion9 gp
Potion of Comprehension
Potion, Common
When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour. This potion's liquid is a clear concoction with bits of salt and soot swirling in it.
DMG'24potion9 gp
Candlecap
Potion, Common
After imbibing this potion, you gain lively flaming locks, which last for 1 hour and shed bright light in a 20-foot radius and dim light for an additional 20 feet. Once on each of your turns for the duration, you can cause an unarmed strike made with your head to deal an extra 1d4 fire damage. Additionally, you can take an action to cause the flame on your head to flare up and burst outward, dealing 2d4 fire damage to all other creatures within 5 feet of you; using this ability causes the effects of this potion to end early.
O:TTGpotion10 gp
Musical Mixer
Potion, Common
When uncorked, this silvery elixir produces beautiful, ethereal music for 1 hour as it slowly evaporates.
O:TTGpotion10 gp
Tiny Telekinesis
Potion, Common
When you drink this potion, you feel a slight pressure behind your eyes as though something is pushing on the inside of your skull trying to get out. For the next minute, you gain the ability to move an inanimate object within 60 feet of you with your mind. The object can be no larger than 5 inches in diameter and weigh no more than 1 pound, and it can't be worn or carried. Moving an object in this way requires an action. You can move the object up to 30 feet in any direction, and you can't move it more than 60 feet away from you.
O:TTGpotion10 gp
Eagle's Vision
Potion, Common
When you drink this potion, your eyes grow slightly larger and turn the golden color of an eagle. For the next minute, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
O:TTGpotion11 gp
Irresistible Charm
Potion, Common
Once imbibed, a tingling sensation builds within you, bubbling up into a giddy euphoria of confident charm. For the next 10 minutes, you gain expertise in the Persuasion skill, which means you can add twice your proficiency bonus to any ability check you make with it.
O:TTGpotion11 gp
Stink Brew
Potion, Common
It stinks, and now so do you! After drinking this potion, all other creatures within 15 feet of you must succeed on a DC 13 Constitution saving throw or be unable to willingly move closer to you for the duration. A creature that hasn't yet made this save must immediately do so when it moves within 15 feet of you. The effects of the potion last 1d4 rounds.
O:TTGpotion11 gp
Wispy Sour (Common)
Potion, Common
The typical wispy sour, a common potion, is a specialty alcoholic beverage that causes you to float harmlessly off the floor. When you drink this potion, you gain a flying speed of 10 feet for 1 minute, but can only hover 1 foot above the ground when doing so. The drink is smooth, sweet, and has a slight aftertaste of ash. A tiny, single light from the dancing lights spell is often cast within the drink when served. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
TGS2potion11 gp
Duko the Trickster's Elixir
Potion, Common
This potion is easily mistaken for brackish water. Once you drink it, you can produce an egg, rock, coin, or 2-foot-long string from your mouth. This effect lasts until utilized. This doesn't count against the number of potions you can have affecting your body at once.
O:TTGpotion12 gp
Paranoia
Potion, Common
When you drink this potion, you gain heightened senses along with the sneaking suspicion that you are being stalked. For the next 8 hours, you can't be surprised.
O:TTGpotion12 gp
Pathseeking
Potion, Common
This potion is brewed for the specific task of detecting tracks left by a secret path potion. These tracks appear to you as glowing footprints made with uncanny detail. You also gain the ability to see into the Spirit Realm (Ethereal Plane). The effects of this potion last for 1 hour.
O:TTGpotion12 gp
Potion of Healing
Potion, Common
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. The potion's red liquid glimmers when agitated.
DMG'24potion12 gp
Bottled Torch
Potion, Common
When uncorked, this potion spews a hot yellow flame from its bottle for 1 minute, which resembles the shape of a blade. For the duration, you can make a melee weapon attack with the fiery blade as if it were an improvised weapon. On a hit, the target takes 2d4 fire damage. The blade disappears early if it is submerged in water.
O:TTGpotion13 gp
Iron Belly
Potion, Common
Legend has it that Obojiman rangers would use this potion during long treks in the wilderness so they could eat unknown roots and fungi as well as drink from lakes and lowland streams without fear of illness. When imbibed, you gain 5 temporary hit points and resistance to poison damage for 1 hour.
O:TTGpotion13 gp
Manifested Nostalgia
Potion, Common
After consuming this clear and flavorless potion, you quickly undergo a radical transformation, becoming the child version of yourself for the next 4 hours. For the duration, you are one size smaller (to a minimum of Small), and your Strength and Dexterity become 10, unless those scores are already less than 10.
O:TTGpotion13 gp
Bloody Marilith (Common)
Potion, Common
The typical bloody marilith, a common potion, is a specialty alcoholic beverage that fills your body with reactive energy. For 1 minute after drinking this potion, you can use a reaction even if you've already taken one since the end of your last turn. Once you take this reaction, the potion's effect ends. The potion is a deep crimson color with a thick consistency that vibrates softly within its bottle, sending ripples along its surface. It smells and tastes of freshly ground pepper, hot spices, and faintly sour tomato juice. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. Drinking additional bloody mariliths before you finish a long rest leaves your body feeling worn. When the potion's effect ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.
TGS2potion13 gp
Tanuki-zake (common)
Potion, Common
<i>Component: Humanoid (tanukin) liver</i> Among other mischief, tanuki enjoy brewing magical sake, which they trick Humanoids into imbibing, delighting in the drunken antics that unfold. However, they try to ensure their pranks are not overly harmful—the effects of the sake wear out quickly and, should the drinker stumble into a scuffle, they will find themselves strangely empowered by the brew. Drunken Master | When you use your action to drink this sake, you become poisoned for <b>10 minutes</b>. If you have immunity to the poisoned condition, you can choose to be poisoned by the sake regardless. While poisoned in this way, you gain the following benefits: You don't have <b>disadvantage</b> on melee attack rolls or ability checks that use Strength or Dexterity as a result of the poisoned condition You can spend <b>5 feet</b> of your movement to stand up from being prone, instead of half your speed. If the attack is an unarmed strike, it deals an extra 1d6 damage on a hit.
RGttYRpotion13 gp
Face of Fugari
Potion, Common
Fugari is a figure of legend, a dragon frog who would glower at his subjects, filling them with dread at being swallowed whole. Drinking this potion gives you a grim, bullfroggish demeanor which strikes fear into those who view you. For the next minute, you have advantage on Charisma (Intimidation) checks.
O:TTGpotion14 gp
Pigment
Potion, Common
When consumed, this multicolored potion allows you to produce a variety of oil paints from the tips of your fingers. You can change the color of the paints at will, and they never seem to run out. The effects of the potion last for 8 hours.
O:TTGpotion14 gp
Static Shock
Potion, Common
This potion makes you feel tingly as it charges you up with static electricity. Immediately after a creature touches you or hits you with a melee attack made with a metal weapon in the next 24 hours, you can use your reaction to send a charge of static electricity back at that creature, dealing 1d10 lightning damage to it. Once you do so, the effects of this potion end.
O:TTGpotion14 gp
Celestial Sunrise (Common)
Potion, Common
The typical celestial sunrise, a common potion, is a specialty alcoholic beverage that causes light to pour from your mouth for 1 hour after you drink it. The light shines in a cone from your mouth, casting bright light for 20 feet and dim light for an additional 20 feet. The potion glows softly on its own, even if no light is shining through it. The beverage is rejuvenating and powerfully flavored with pineapple, orange, and honey, with just a hint of pomegranate as an aftertaste. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
TGS2potion14 gp
Potion of Watchful Rest
Potion, Common
When you drink this potion, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves.
WDMMpotion14 gp
Audio Oddity
Potion, Common
When opened, this embarrassing and noisy potion sounds like a man sobbing. When consumed, this potion strangely mutes the sound produced by any spell cast by the imbiber for the next 1 hour.
O:TTGpotion15 gp
Duck Foot
Potion, Common
When you drink this brackish-smelling potion, your hands and feet begin to tingle. Within seconds, they turn a bright orange and become webbed like a mallard's feet. For the next hour, you gain a swimming speed of 40 feet and are able to make a very convincing quacking sound.
O:TTGpotion15 gp
Incoming!
Potion, Common
Upon drinking this potion, you become hyper-aware of threats from afar and your reflexes snap into action, empowering you to slip out of harm's way or knock missiles aside. For 1 minute, you gain a +2 bonus to AC against ranged attacks.
O:TTGpotion15 gp
Mysterious Potion
Potion, Common
When you drink this potion, you give off an air of mystery for 1d4 hours. For the duration, other creatures are more likely to become suspicious of or intrigued by you, potentially changing how they behave around you.
TGS4potion15 gp
Hindsight
Potion, Common
A well-known potion amongst investigators and merchants, this thick brew acquires special insight on an object when poured over it. The only downside is that you must then lick the brew off the object to obtain any of this information. When poured and then licked off, the potion reveals a minor but useful bit of information about the object.
O:TTGpotion16 gp
Lightning Breath
Potion, Common
For 24 hours after drinking this shimmering gold liquid, your voice gains a crackling quality to it and your breath sparks and sputters. For the duration, you can use a bonus action to exhale an arc of lightning at a creature you can see within 30 feet of you. The target must make a DC 12 Dexterity saving throw, taking 1d10 lightning damage on a failed save, or half as much damage on a successful one. Once you exhale this lightning, the effects of this potion end.
O:TTGpotion16 gp
Potion of Fog
Potion, Common
When you drink this potion, a billow of thick fog pours from your mouth, duplicating the effect of the Fog Cloud spell (no concentration required) centered on you. The cloud lasts for 1 hour, and it moves with you, remaining centered on you. As an action, you can expel all remaining fog from your stomach, causing it to remain centered on that space for the duration. The fog produces a scent of your choice.
O:TTGpotion16 gp
Heroism
Potion, Common
When you drink this glowing red elixir, you gain advantage on the next attack roll you make within the next 24 hours.
O:TTGpotion17 gp
Secret Path
Potion, Common
When this potion is applied to a pair of boots, it allows their wearer to leave a trail of magical tracks that are invisible to the naked eye. This trail is only visible to a creature who can see invisible objects (such as one benefiting from see invisibility or truesight) or has imbibed a pathseeking potion. When this potion is brewed, the creator can choose the color of the tracks. The boots leave tracks for 24 hours, and the tracks last for one month before fading from view.
O:TTGpotion17 gp
Super Singing
Potion, Common
When consumed, this potion tastes as if it were a freshly brewed tea with the perfect amount of honey mixed in. For the next hour, you are unable to speak without singing, and you have advantage on Charisma (Performance) checks using your voice.
O:TTGpotion17 gp
Fluffplum Tonic
Potion, Common
This nearly weightless liquid grants to drinkers the attributes of a dandelion, allowing them to float safely to the ground when falling and be easily carried by the wind. For the next hour, you are under the effects of the Feather Fall spell and weigh no more than 1 pound.
O:TTGpotion18 gp
Grandma's Turnip Soup
Potion, Common
This potion tastes like a soup made with love. When you consume it during a short rest, you can roll 1d4 Hit Dice (adding your Constitution modifier to each and regaining hit points equal to the total) without expending them.
O:TTGpotion18 gp
Slugskin
Potion, Common
Drinking this potion makes your skin thick, slippery, and rubbery. Spears and sharp objects that would normally pierce your skin have a hard time getting through this tough texture. For the next minute, you have resistance to piercing damage. While the potion is active, you can choose to exude a slime trail as part of your movement. Resistance to piercing damage for 1 hour.
O:TTGpotion18 gp
Herbalist's Aid
Potion, Common
Drinking this highly sought-after potion grants you a unique sense helpful for detecting ingredients. For the next hour, you gain a +3 bonus to all ability checks made to locate an ingredient.
O:TTGpotion19 gp
Merriment
Potion, Common
Is this just booze? For the next hour, you become incredibly intoxicated. For the duration, you gain expertise in a skill of your choice, which means your proficiency bonus is doubled for any ability check you make with it. Until this effect ends, all ability checks you make that don't use the chosen skill are made with disadvantage.
O:TTGpotion19 gp
Thunderbelch
Potion, Common
Upon ingesting this fiercely fizzing potion, roll a d4 to determine the number of rounds before you let forth a thunderous belch of epic proportions. On your turn that round, you must use your action to release the belch. Each creature other than you within 10 feet of you must make a DC 14 Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage and is deafened until the end of your next turn. On a successful save, the creature takes half as much damage and isn't deafened.
O:TTGpotion19 gp
Orostead Iced Tea (Common)
Potion, Common
The typical Orostead iced tea, a common potion, is a specialty alcoholic beverage that creates harmless sensory effects with each sip. When made, a tea has enough for 6 + 1d4 sips before it's used up, instead of a single use. You can take a sip as an action. When you drink this potion, roll on the table below to determine which one of the following effects occur: d8|Common Effect 1|You suddenly become drenched with illusory salt water. After 1 minute, it dries. 2|You're suddenly overwhelmingly warm (50%) or cold (50%) for 1 minute. 3|You remain frozen in place for 1 second, as if briefly removed from time. 4|You gain the effect of the speak with animals spell for 1 minute. 5|You suddenly teleport 5 feet into an unoccupied space next to you. 6|Any clothing you wear becomes various shades of gray for 1 minute. 7|Static charge builds up on you. Touching or being touched by anything for the next minute causes a sharp shock of electricity to leap between you. 8|Your skin, hair, and eye colors are inverted. In addition, roll a d12. You grow or shrink a number of inches equal to the result of the die, shrinking by odd numbers or growing by even ones. After 1 minute, your appearance returns to normal. The drink is incredibly refreshing with notes of lemon, tea, and cherry, and has virtually no alcoholic bite to it. Regardless, due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
TGS2potion19 gp
Bubble Message
Potion, Common
As part of the bonus action to consume this potion, you speak a message and hiccup a bubble, which magically contains the message inside it. You then describe a creature you are familiar with and the bubble floats to that creature, traveling at a speed of 1 mile per hour, and then pops. The bubble pops early if it takes any damage. When the bubble pops, it releases the contained message in your voice.
O:TTGpotion20 gp
Homeward Tonic
Potion, Common
This fiery red elixir smells of home and drinking it gives a sensation of comfort when consumed. For the next 24 hours, you always know the direction of the place you consider home, provided it is on the same plane of existence.
O:TTGpotion20 gp
Seeking Smoke
Potion, Common
When thrown at a creature that you can see within 30 feet of you, this shimmering liquid explodes, releasing a billowing cloud of smoke. The targeted creature must succeed on a DC 12 Dexterity saving throw, or be coated in a cloak of smoke for 1 minute. A creature coated in smoke has disadvantage on Dexterity (Stealth) checks made to hide.
O:TTGpotion20 gp
Potion of Climbing
Potion, Common
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.
DMG'24potion20 gp
Shifter's Shine
Potion
Multiple variations of this item exist, as listed below: Shifter's Shine (Common) Shifter's Shine (Uncommon)
TGS2potion20 gp
Snake Oil
Potion
Snake oil is an unreliable concoction of alchemy, druidic knowledge, and luck. When found, the potion's rarity is random: Common (90 percent) or Rare (10 percent). Only an identify spell or similar magic can determine the rarity of the potion. When you use an action to drink the potion, roll a d6 to determine its effects based on the rarity of the potion. Unless it says otherwise, an effect remains for 1 hour. If the potion is a rare variant, it gains both the Common and Rare effects of the potion. d6|Common|Rare 1|Nothing happens.|Nothing happens. 2|Your eyes become yellow and reptilian.|You have blindsight out to a range of 10 feet for 1d4 hours. 3|Your tongue becomes forked.|You have advantage on Wisdom (Perception) checks that rely on smell for 24 hours. 4|Your skin becomes scaled, like a snake.|You have resistance to poison and acid damage. 5|Your footsteps create gentle rattling noises.|You gain the benefits of the freedom of movement spell. 6|Whenever you make an 'S' sound, it's pronounced like a hiss.|You grow snakelike fangs. You can use a bonus action to make a bite attack using these fangs. On a hit, the target takes 1d4 piercing damage, plus an extra 2d8 poison damage.
TGS3potion20 gp
Tanuki-zake
Potion
<i>Component: Humanoid (tanukin) liver</i> Among other mischief, tanuki enjoy brewing magical sake, which they trick Humanoids into imbibing, delighting in the drunken antics that unfold. However, they try to ensure their pranks are not overly harmful—the effects of the sake wear out quickly and, should the drinker stumble into a scuffle, they will find themselves strangely empowered by the brew. Drunken Master | When you use your action to drink this sake, you become poisoned for <b>10 minutes</b>. If you have immunity to the poisoned condition, you can choose to be poisoned by the sake regardless. While poisoned in this way, you gain the following benefits: You don't have <b>disadvantage</b> on melee attack rolls or ability checks that use Strength or Dexterity as a result of the poisoned condition You gain a <b>+1 bonus</b> to AC. You can spend <b>5 feet</b> of your movement to stand up from being prone, instead of half your speed. The first time on each of your turns that you make a <i>Melee Attack:</i> immediately after you stand up from being prone, you have <b>advantage</b> on the attack roll. If the attack is an unarmed strike, it deals an extra 1d6 damage on a hit.
RGttYRpotion20 gp
Wispy Sour
Potion
Multiple variations of this item exist, as listed below: Wispy Sour (Common) Wispy Sour (Uncommon)
TGS2potion20 gp
Crystal Clear
Potion, Common
This aqua-blue potion feels cold to the touch and raises the hairs on your arm when opened. When poured into a non-magical liquid, it turns the liquid invisible for 1d4 hours. If the liquid the potion is poured into is larger than a 20-foot cube, the potion has no effect.
O:TTGpotion21 gp
Dancing Juice
Potion, Common
You can coat one melee weapon with this potion. When you hit a creature with the coated weapon in the next hour, you can force it to make a DC 12 Constitution saving throw. On a failed save, the weapon is no longer coated in the potion, and the target begins to convulse in a manner that could be mistaken for an awkward, clumsy series of dance steps. The target's speed is reduced to 0 until the end of its next turn, after which the convulsing ends.
O:TTGpotion21 gp
Soft Paw
Potion, Common
When consumed, this licorice-flavored potion turns your hands and feet into fur-covered paws. For the next 10 minutes, you have advantage on Dexterity checks.
O:TTGpotion21 gp
Elder Elixir
Potion, Common
This unassuming potion temporarily doubles your age when consumed. The effects of the potion last 1d12 months. This doesn't count against the number of potions you can have affecting your body at once.
O:TTGpotion22 gp
Potion of Healing Touch
Potion, Common
When this glowing blue potion is poured on your hands, it gives you the ability to heal. As a bonus action, you can touch a creature, causing it to regain 2d4 hit points. This potion's effects last 1 hour or until you have used this ability.
O:TTGpotion22 gp
Prickleskin
Potion, Common
Drinking this potion causes spines to emerge all over your body. These spines lay flat but can be controlled by you to stand on end. When you successfully grapple a creature and as a bonus action while it remains grappled, you can deal 1d4 piercing damage to the target. The effects of this potion last for 1 minute.
O:TTGpotion22 gp
Cat's Eye
Potion, Common
When you imbibe this potion, your eyes become catlike, and you can choose their color. For the next hour, you gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet.
O:TTGpotion23 gp
Tiny Bubbles
Potion, Common
Drinking this pink, bitter-tasting potion, causes hundreds of small, iridescent bubbles to emerge from your nose and mouth and fill a 20-foot cube that you can see within 30 feet of you. If the bubbles are left untouched, they float in place, remaining there for 1 hour. When a creature enters a space occupied by the bubbles for the first time on a turn, it must make a DC 13 Dexterity saving throw. On a failed save, a cacophony of popping erupts as the bubbles burst, dealing 1d6 thunder damage to all creatures inside the cube. The sound of the bubbles popping can be heard from a mile away.
O:TTGpotion23 gp
Witch's Hidden Gem
Potion, Common
This bland and underwhelming-looking potion coats your mouth and gullet as you drink it, leaving a thin film. For the next hour, all liquid you consume turns into wine when you drink it.
O:TTGpotion23 gp
Chicken Tonic
Potion, Common
A willing creature that drinks this tonic is magically transformed into a ceramic chicken for up to 10 minutes, as if by the polymorph spell, or until it ends the effect as a bonus action. The creature retains its Intelligence, Wisdom, and Charisma scores, as well as its skill and saving throw proficiencies (including those of the chicken). Use the raven's statistics for the chicken, with the exception that its flying speed is halved and it falls at the end of its turn if it's in the air and nothing else is holding it aloft. The tonic's container is a porcelain chicken, and the potion itself is a seemingly wretched mixture of eggs and gravy. The potion has no effect on an unwilling creature.
TGS3potion23 gp
Shifter's Shine (Common)
Potion, Common
The typical shifter's shine, a common potion, is a specialty alcoholic beverage that causes your face to appear more glamorous. For 1 hour after drinking this potion, your skin's complexion clears, appears healthier, and grows more taut. Your face, while largely unchanged, is distinctly more attractive and exudes a weak aura of enchantment magic. When you make a Charisma check while under the effects of this potion, you can choose to forgo rolling the d20 to get a 10 on the die. Once you use this property, you can't use it again for the remainder of the potion's duration. The potion is a rich honey color and swirls lazily around, regardless of how it's handled. It can be found in any sort of vessel, though it is usually found in glass jars. The eye of a shapeshifter drifts along the potion's bottom, making it a daunting beverage for the average taverngoer to order. It has an extremely strong alcoholic taste with a hint of caramel. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
TGS2potion23 gp
Carbonated Snake
Potion, Common
When shaken and pointed in a direction, the contents of this zippy elixir shoot out of the bottle, turning into a poisonous snake midair and landing in a space within 10 feet of you.
O:TTGpotion24 gp
Claws of the Crab King
Potion, Common
Your hands turn into a handsome set of powerful crab claws. For 1 minute, your unarmed strikes using the claws deal double damage to objects and structures, and you make grapple checks using them with advantage. The claws can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
O:TTGpotion24 gp
Liquid Mending
Potion, Common
Also known as "craftsman in a bottle," this well-loved potion is found in most homes and shops. You can pour this potion over an object to repair a single break or tear in it, as if by the Mending spell.
O:TTGpotion24 gp
Oil of Tattoos
Potion, Common
This flask of oil contains a swirling plume of ink. You can lather the oil over a patch of skin on a willing creature over the course of 1 minute. At the end of the minute, the oil magically creates a tattoo on the skin. You choose the tattoo's design. The tattoo remains indefinitely or until it's targeted by a dispel magic spell or similar magic. The flask has enough oil for 5 applications: a small tattoo consumes 1 application, a medium tattoo consumes 2, and a large tattoo consumes 3.
TGS5potion24 gp
Liquid Lockpick
Potion, Common
Although frowned upon in many villages, this useful potion is still sought after by many islanders for both wholesome and nefarious reasons. You can pour the potion into a lock, loosening the mechanism inside and decreasing the DC to pick it by 1d4. Once a lock's DC is reduced by this potion, its DC can't be reduced by another liquid lockpick potion. The effects of this potion last for 1 hour.
O:TTGpotion25 gp
Rubberskin
Potion, Common
When you drink this blue goo, your skin turns into a thick gray rubber. For 1 hour, you have resistance to lightning damage. Resistance to lightning damage for 1 hour.
O:TTGpotion25 gp
Shadow Child
Potion, Common
You are filled with intense feelings of confusion before an apparition emerges from your body that resembles a young girl with onyx skin and hair and piercing green eyes. Only you can see it, and it can't speak. It functions as the Unseen Servant spell and lasts for 1 hour.
O:TTGpotion25 gp
Orostead Iced Tea
Potion
Multiple variations of this item exist, as listed below: Orostead Iced Tea (Common) Orostead Iced Tea (Very Rare)
TGS2potion25 gp
Whiffwater Potion
Potion, Common
This small glass bottle is in the shape of a nose. The potion inside is a tasteless, gelatinous goo. When you use an action to drink the potion, your breath becomes visible for 1 hour. During that time, you can change what color your breath appears to be. In addition, when you describe a smell using sensory language, your breath's smell changes to reflect the smell you're describing. If a described smell would normally cause a creature to retch or have a magical property (such as the stinking cloud spell or hezrou's Stench trait), your breath has a smell reminiscent of such an effect, but is otherwise harmless.
TGS3potion25 gp
Hsirebbig
Potion, Common
This bitter potion grants you a special form of speech that sounds like absolute gibberish to anyone who isn't also under the effects of a hsirebbig potion. Even spells like Comprehend Languages fail to decipher this speech. The effects of this potion last 24 hours.
O:TTGpotion26 gp
Keening Voice
Potion, Common
When you open this potion, a keening wail comes out of the bottle. When imbibed, this potion gives the drinker's vocal cords a magic resonance. As a bonus action, you can make a ranged attack against a creature within 60 feet of you, using your Charisma (Performance) bonus for the attack bonus. The target is unaffected if it can't hear you. On a hit, the target takes 1d6 thunder damage. The effect of this potion lasts for 1 hour.
O:TTGpotion26 gp
Language Lore
Potion, Common
This grayish potion tastes like chewed-up paper. For 1 hour after drinking it, you understand the literal meaning of any spoken language that you hear.
O:TTGpotion26 gp
Kinetic Pop
Potion, Common
When poured over a nonmagical weapon, this potion fills the mundane item with kinetic energy, causing it to vibrate with anticipation. The next time you hit a creature with the weapon, the energy explodes, doubling the damage rolled by the weapon's damage dice. The effects of this potion end after 1 hour or once the energy explodes.
O:TTGpotion27 gp
Pig Snout
Potion, Common
After drinking this pink pastel potion, there is a brief uncomfortable transformation, where the imbiber grows a beautiful, snuffling pig snout. For the next hour, you become very fond of truffles, perhaps even to the point of belligerence, and you have advantage on Wisdom (Perception) checks that rely on smell.
O:TTGpotion27 gp
Sky Swimming
Potion, Common
After drinking this potion, you feel the sudden and unpleasant feeling of wearing soaking-wet clothing. For the next 10 minutes, you gain a flying speed of 15 feet and can hover, but it looks and feels as if you're swimming through the sky. While flying in this way, you must also obey the rules for underwater combat.
O:TTGpotion27 gp
Healing Gas
Potion, Common
When thrown at a point that you can see within 60 feet of you, this volatile liquid explodes, releasing a crimson ball of gas. Each creature within 5 feet of the explosion regains a number of hit points equal to 1d4 + 1.
O:TTGpotion28 gp
Machine Oil
Potion, Common
When poured over a machine that is in working condition, this dark black liquid powers up the device, allowing it to function as if it were whelmed by a spirit or activated by the Jolt spell. The machine stays powered by this potion for 1 minute.
O:TTGpotion28 gp
Passing Memory
Potion, Common
When brewed, this powerful elixir stores one of the creator's memories of their choice within it. When consumed by another creature, that creature gains the stored memory.
O:TTGpotion28 gp
Bottled Slime
Potion, Common
This mischievous little slime can sometimes form in place of a potion. If noticed before being consumed, it can be thrown to an unoccupied space within 30 feet of you, releasing the slime when it shatters. After hurling the potion, a soda slime appears in the space and acts of its own volition.
O:TTGpotion29 gp
Cinderskin
Potion, Common
When you drink this bubbling, black potion, your skin becomes encrusted with charcoal. For 1 hour, you have resistance to fire damage. Resistance to fire damage for 1 hour.
O:TTGpotion29 gp
Potion of Soft Steps
Potion, Common
When you drink this frothy brew, you float an inch off the ground and walk on a cushion of air. For the next 10 minutes, you gain a +2 bonus to Dexterity (Stealth) checks, and you leave no discernible tracks.
O:TTGpotion29 gp
Iron Mind
Potion, Common
After imbibing this elixir, your eyes glow with a silvery-blue hue. For 1 hour, you gain advantage on saving throws against being charmed and resistance to psychic damage.
O:TTGpotion30 gp
Liquid Cat
Potion, Common
This lively swirling concoction transforms and solidifies into a friendly cat when poured out. The cat serves you as a familiar, as if from the Find Familiar spell. The cat disappears after 24 hours.
O:TTGpotion30 gp
Oil of the Trademark Flourish
Potion, Common
When you apply this oil to an object, you assign a signature sound that accompanies the object when it's used. This effect is <b>permanent</b> unless removed as if it were a curse.
O:TTGpotion30 gp
Gargoyle Hooch
Potion, Uncommon
This gray liquid tastes like mud and makes your tongue numb. Within seconds of swallowing the potion, your skin turns to living stone. For the next hour, you gain a +2 bonus to AC, and your walking speed is reduced by 5 feet.
O:TTGpotion31 gp
Mosspot
Potion, Uncommon
After drinking this earthy mixture, your form quickly shifts and shrinks. You immediately polymorph into a mossling spirit, as if by the spell. This effect doesn't require your concentration and ends after 1 hour.
O:TTGpotion31 gp
Twin Vision
Potion, Uncommon
This potion must be shared with another creature, each of them ingesting half of the potion. When the second half of the potion is consumed, the first creature gains the ability to see through the eyes of the second creature, gaining the benefits of any special senses that creature has. While seeing in this way, the first creature is blind with regard to its own senses. Either creature can use its action to stop shared vision or reactivate it. This ability lasts for 8 hours, and it can't be used if the creatures are more than 1 mile apart.
O:TTGpotion31 gp
Elixir of Jipampa
Potion, Uncommon
When you drink this potion, you can feel your nervous system gain a boost of furtive energy from the rabbit spirit, Jipampa. Your pupils dilate and your reflexes become enhanced. For the next 24 hours, you gain a +5 bonus to initiative rolls. Additionally, if a trigger would allow you to take a reaction, but you have already used your reaction this round, you can choose to take a second reaction; using this ability causes the effects of this potion to end early.
O:TTGpotion32 gp
Incredible Luck
Potion, Uncommon
After drinking this wonderful liquid, your spirits lift and optimistic feelings pour over you. You gain advantage on the next 1d4 ability checks, attack rolls, or saving throws you make.
O:TTGpotion32 gp
Spirit Repellent
Potion, Uncommon
This potion can either be imbibed or poured on a 1-foot square, causing the nearby area to become repulsive to spirits. Any spirit that has a challenge rating of 5 or lower within 30 feet of you or the square must make a DC 15 Charisma saving throw. On a failed save, the spirit is teleported to a random unoccupied space that is 35 feet away from you or the square and can't willingly move to a space within range for 1 minute. A spirit that hasn't made this save must immediately do so if it moves within range, becoming affected by the repellant for the duration on a failed save.
O:TTGpotion32 gp
Catspeed
Potion, Uncommon
When you drink this potion, you are overwhelmed by a warm lethargic feeling that rests like a blanket over an intense burst of energy you feel swirling inside of you. Once within the next 24 hours when you take the Attack action, you can make two additional attacks as part of that action. Once you do so, the effects of this potion end. While the potion is active, you gain the ability to purr like a cat.
O:TTGpotion33 gp
Essence of the River Spirit
Potion, Uncommon
This small, stoppered vial contains a clear liquid that shimmers with a faint blue light. When the vial is opened, you can pour the liquid into a small pool of water, such as a bath or hot spring, transforming it into a healing pool. A creature that soaks in the pool for at least 10 minutes regains 4d4 + 4 hit points. The pool loses its magic after 1 hour or once six creatures have benefited from this effect.
O:TTGpotion33 gp
Grand Friendship
Potion, Uncommon
This potion can be divided into as many as eight parts. When two or more creatures consume this golden elixir, they gain a conditional ability to fly. For the next 24 hours, creatures that consumed the elixir gain a flying speed of 60 feet, but only while holding hands with all other creatures that partook of the potion.
O:TTGpotion33 gp
Durability
Potion, Uncommon
When you drink this potion, your skin becomes as tough as thick leather that, for a short time, repairs itself. For 1 minute, you gain 10 temporary hit points at the start of each of your turns.
O:TTGpotion34 gp
Potion of Freezing
Potion, Uncommon
Pouring this grayish-blue potion into any liquid will cause that liquid to freeze solid for 1 hour, after which it begins to thaw as normal. This effect can freeze no more than a 20-foot cube of liquid.
O:TTGpotion34 gp
Witch's Lament
Potion, Uncommon
Once consumed, this potion calls forth a rain cloud that weeps for you. Then, in a flash of lightning, your head takes on the form of an anthropomorphic animal chosen by the GM. This effect is <b>permanent</b>.
O:TTGpotion34 gp
Fire Shield
Potion, Uncommon
This potion burns like a hot tamale when you drink it and fills you with fiery strength. The next time you would take fire damage, you take no damage and instead regain a number of hit points equal to half the damage you would have taken. The effects of this potion last for 24 hours or until you regain hit points in this way.
O:TTGpotion35 gp
Potion of Attunement
Potion, Uncommon
As an action, you can pour a drop of this potion onto a magic item that requires attunement and drink the rest. Once you do so, you instantly become attuned to that item.
O:TTGpotion35 gp
Spirit Appendage
Potion, Uncommon
This bitter, unappealing elixir turns your stomach and is often a fight to keep down your gullet. Once consumed, you grow a 6-foot-long prehensile tail, which takes a form decided by the GM. The tail can be used as if it were a third arm and can easily support your own weight. The tail lasts for 1d12 days before falling off.
O:TTGpotion35 gp
Celestial Sunrise (Uncommon)
Potion, Uncommon
The following celestial sunrise is an uncommon variant with additional properties. It also tastes better. When you drink this potion, you can see normally in darkness, both magical and nonmagical, for the next 8 hours. In addition, the light cast from your mouth due to the potion's common effects increases, casting bright light out to 40 feet and dim light for an additional 40 feet instead.
TGS2potion35 gp
Potion of Necrotic Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to Necrotic damage for 1 hour. Resistance to necrotic damage for 1 hour.
DMG'24potion35 gp
Potion of Polychromy
Potion, Uncommon
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off. The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
DitLCoTpotion35 gp
Move a Thing
Potion, Uncommon
When poured over an object that weighs 500 pounds or less, it begins to weigh lighter and lighter. The object weighs up to 1d100 pounds less at the start of every hour until it weighs exactly 10 pounds. It remains weighing 10 pounds for 1 week, after which the effects of this potion fade.
O:TTGpotion36 gp
Tunnel Vision
Potion, Uncommon
Drinking this potion causes you to hyperfixate on your strikes but potentially opens you to counterattacks. The effects of this potion last for 1 minute. For the duration, the first time you hit a target with a weapon attack on each of your turns, it deals an extra 1d12 damage of the same type. Until the potion's effects end, you also take a -2 penalty to AC.
O:TTGpotion36 gp
Water Breathing
Potion, Uncommon
This tropical fruity elixir tastes just as delicious as your favorite juice. For the duration, you can breathe underwater. The effects of the potion last for 1 hour.
O:TTGpotion36 gp
Potion of Poison Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to Poison damage for 1 hour. Resistance to poison damage for 1 hour.
DMG'24potion36 gp
Gobble Gunk
Potion, Uncommon
This unappealing potion allows the imbiber to eat whatever they can fit in their mouth with no ill effect—metal, poison, seawater: you name it, you eat it. The effects of this potion last 1 hour. Any magical objects consumed in this way are hurled back up after the end of the hour.
O:TTGpotion37 gp
Liquid Dispel
Potion, Uncommon
When thrown at a creature, object, or magical effect within 30 feet of you, this potion breaks, releasing its contents on the target. Any spell of 3rd level or lower on the target immediately ends.
O:TTGpotion37 gp
Ratatam's Glowskin Elixir
Potion, Uncommon
When you drink this potion, your skin begins to shed dim light in a 10-foot radius around you. As a bonus action, you can choose to intensify this light—shedding bright light in a 10-foot radius, and dim light for an additional 10 feet—or diminish the intensity again. Additionally, you can take an action to produce a flare of blinding light around you. Each creature within 30 feet of you that can see must succeed on a DC 16 Constitution saving throw or become blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effects of this potion last for 8 hours or until you use the flare.
O:TTGpotion37 gp
Potion of Advantage
Potion, Uncommon
When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water.
WBtWpotion37 gp
Potion of Psionic Fortitude
Potion, Uncommon
When you drink this potion, you have advantage for 1 hour on saving throws you make to avoid or end the charmed or stunned condition on yourself. This black potion swirls with shimmering flecks of pink and purple.
PaBTSOpotion37 gp
Don't Hit Me Juice
Potion, Uncommon
When thrown at a creature you can see within 30 feet of you, this bright pink elixir breaks, covering the creature in juice. The target must succeed on a DC 16 Wisdom saving throw or be pacified for 1 minute. A pacified creature can't attack, cast a spell that affects an enemy, or deal damage to another creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
O:TTGpotion38 gp
Pocket Portal
Potion, Uncommon
When buried and left to sit for 24 hours, this potion will sprout and form a temporary portal to the Spirit Realm from knotted roots and mud. The portal stays open for 24 hours before closing.
O:TTGpotion38 gp
Pocket Stomach
Potion, Uncommon
When imbibed, your stomach temporarily functions as a bag of holding, allowing you to store any object you can fit in your mouth inside its extradimensional space. The effects of this potion last for 1 hour, after which you throw up anything consumed.
O:TTGpotion38 gp
Potion of Cold Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to Cold damage for 1 hour. Resistance to cold damage for 1 hour.
DMG'24potion38 gp
Don't Eat Dirt
Potion, Uncommon
When consumed, this viscous brew tastes like wet soil. For the duration, you become immune to the prone condition. Whenever you would fall prone, you instead stand up as if an invisible force kept you that way. Even by choice, you cannot go prone. The effects of this potion last 10 days.
O:TTGpotion39 gp
Invulnerability
Potion, Uncommon
When you open this potion, it bursts forth with a symphonic fanfare. Until the start of your next turn, you are immune to all damage. On your next turn, you can't move or take actions, as a wave of lethargy sweeps over you.
O:TTGpotion39 gp
Liquid Arcana
Potion, Uncommon
The brewer of this potion rolls a d4 to determine the maximum level of the spell slot it can restore. When you drink it, you immediately regain an expended spell slot of that level or lower.
O:TTGpotion39 gp
Oozo (Uncommon)
Potion, Uncommon
The typical oozo, an uncommon potion, is a specialty alcoholic beverage that causes you to become slightly gelatinous and translucent. For 1 hour after drinking this potion, creatures that make a Wisdom (Perception) check to search for you while you're hiding must roll a d4 and subtract the number rolled from the check. If you haven't moved since the start of your last turn, they must roll a d6 instead. The drink is gelatinous and is more accurately slurped than drunk. Despite its questionable texture, it tastes light and refreshing, with a hint of licorice and orange. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage.
TGS4potion39 gp
Potion of Greater Healing
Potion, Uncommon
You regain 4d4 + 4 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
DMG'24potion39 gp
Potion of Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly by rolling on the following table. d10|Damage Type 1|Acid 2|Cold 3|Fire 4|Force 5|Lightning 6|Necrotic 7|Poison 8|Psychic 9|Radiant 10|Thunder
DMG'24potion39 gp
Rejuvenating Draft (Uncommon)
Potion, Uncommon
When you drink this potion, you regain 1d3 + 1 spent Hit Dice.
TGS2potion39 gp
Arcane Solvent
Potion, Uncommon
When this potion is applied to a magic item, any creature that was attuned to it is no longer attuned. If the item is being worn or carried by the attuned creature, it can resist the effects of this potion with a successful DC 13 Wisdom saving throw.
O:TTGpotion40 gp
Bottled Bind
Potion, Uncommon
When thrown at a creature you can see within 30 feet of you, this thick mudlike potion breaks, covering the creature in tacky glue. The target must succeed on a DC 15 Strength saving throw or become restrained for 1 minute. The restrained target can use its action to make a DC 15 Strength check. On a success, the target is no longer restrained.
O:TTGpotion40 gp
Lunar Elixir
Potion, Uncommon
When poured out, this silvery liquid rapidly expands and coats the surrounding area, creating a chalky white sheen across everything it touches. For the next 8 hours, gravity in a 20-foot-radius, 300-foot-high cylinder centered on the potion is like the moon's gravity. The jump distance for all creatures inside the cylinder is tripled, and falling damage taken inside the cylinder is halved.
O:TTGpotion40 gp
Elixir of Truth
Potion, Uncommon
FOR HEDGE MAGE USE ONLY Ingredients: A sprig of cherry, a mockingbird feather, and fleck of fools gold. Command: Two truths and a lie, each one said when adding an ingredient When a creature drinks this elixir, it must make a Charisma saving throw against your wizard spell save DC. A creature can choose to fail this saving throw. On a failed save, the creatures eyes become pale and it can not speak a deliberate lie for the next 10 minutes. An affected creature is aware of the elixirs effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
TGS3potion40 gp
Potion of Water Breathing
Potion, Uncommon
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.
DMG'24potion40 gp
Gardener's Solution
Potion, Uncommon
When this oily, greenish potion is rubbed on a plant, the plant instantly grows to full maturity. If the plant is too big for the space—such as a redwood tree—it will stop growing once it has reasonably filled the space. If the potion is imbibed, it does nothing, but it tastes like maple syrup.
O:TTGpotion41 gp
Lifetime Supply
Potion, Uncommon
When consumed, this potion causes your hair to grow at an accelerated rate. Roll 1d4 + 2 and multiply it by 100 to find out how many feet of hair you grow. After 1 minute, the potion wears off and all your hair falls out.
O:TTGpotion41 gp
Respiratory Distress
Potion, Uncommon
This potion reacts instantly with air, rapidly expanding into a 15-foot-radius cloud of irritating gas when exposed. You can throw it at a point you can see within 60 feet of you, causing it to break open and release the cloud there. Each creature within the cloud when it appears must make a DC 15 Constitution saving throw. On a failed save, a creature spends its reaction coughing and snorting and its concentration is broken if it was concentrating.
O:TTGpotion41 gp
Elixir of Restoration
Potion, Uncommon
FOR HEDGE MAGE USE ONLY Ingredients: A bees wing, drop of rum, and piece of lemon peel; or a bezoar from a giant goat, hippogriff, or pegasus worth at least 50 gp if the elixir cures the charmed, frightened, or petrified condition. Command: "The balance, restored." When you drink this elixir, one condition afflicting you ends. The condition can be blinded, deafened, paralyzed, or poisoned. When you reach 14th level in this class, the condition can also be charmed, frightened, or petrified, but doing so requires the elixir to be made using costly components.
TGS3potion41 gp
Oil of Reanimation
Potion, Uncommon
You can rub this oil onto a dead humanoid over the course of 1 minute. When you do, the corpse magically reanimates as a skeleton or zombie (GM's discretion). The undead follows your verbal instructions to the best of its ability (no action required by you); you decide what action it will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. A living creature that drinks the oil immediately retches and must make a DC 13 Constitution saving throw. On a failed save, if the creature dies at any point within the next 30 days, it automatically reanimates as a zombie under no one's control after 1 hour of being dead.
TGS4potion41 gp
Invisible Tonic
Potion, Uncommon
When poured over an object that is Small or smaller, the object becomes invisible. The effects of this potion last until removed, as if it were a curse.
O:TTGpotion42 gp
Potion of Exertion
Potion, Uncommon
When you drink this potion, you gain a surge of manic energy allowing you to take another action this round at initiative count 1.
O:TTGpotion42 gp
Pumpkin Patch Guard
Potion, Uncommon
When consumed, this warming harvest beverage transforms your head into a Jack-O'-Lantern. From your newly formed eyes, you cast a cone of glowing light, which causes creatures in a 15-foot cone to be under the effects of the Faerie Fire spell. At the start of each of your turns while the effects last, you decide which way the cone faces and whether the cone is active. The effect of the potion lasts for 1 minute.
O:TTGpotion42 gp
Potion of Pugilism
Potion, Uncommon
After you drink this potion, each Unarmed Strike you make deals an extra 1d6 Force damage on a hit. This effect lasts 10 minutes. This potion is a thick green fluid that tastes like spinach.
DMG'24potion42 gp
Breakfast in a Bottle
Potion, Uncommon
The brewer of this potion rolls a d4 to determine the number of servings it creates. When poured out, this liquid quickly forms into an appetizing breakfast, such as some bread or pancakes. A creature that consumes a serving of it feels satiated for the day, and its exhaustion level is reduced by 1. It takes 1 minute to consume one serving, and once a creature benefits from this effect, it can't do so again until it finishes a long rest. The food spoils after 24 hours, losing its magic.
O:TTGpotion43 gp
Liquid Disguise
Potion, Uncommon
When brewed, this potion takes on the essence of a random humanoid within 1 mile. A creature that consumes the potion takes on the visage of that creature for the next 24 hours.
O:TTGpotion43 gp
Sheep Dragon Brew
Potion, Uncommon
One swig of this hearty potion will see you growing a thick coat of sheep dragon wool all around your body. Besides keeping you warm, it aids your survival and protects you from the cold. For the duration, your AC increases by 1, and you gain resistance to cold damage. The effects of the potion last for 1 hour. Resistance to cold damage for 1 hour.
O:TTGpotion43 gp
Elixir of Witchfire
Potion, Uncommon
FOR HEDGE MAGE USE ONLY Ingredients: A piece of charcoal, frog stomach, and thistle leaf. Command: "Burn in mine fire, for evil most dire." When a creature drinks this elixir, it takes 3d6 acid damage. The damage increases to 5d6 when you reach 14th level in this class. The poison is nearly tasteless and odorless, but a creature can detect its presence, such as in a food or drink, with a successful Intelligence (Investigation) or Wisdom (Perception) check against your wizard spell save DC.
TGS3potion43 gp
Oil of Slipperiness
Potion, Uncommon
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, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured.
DMG'24potion43 gp
Enhanced Static Shock
Potion, Uncommon
This potion makes you feel tingly as it charges you up with static electricity. Immediately after a creature touches you or hits you with a melee attack made with a metal weapon in the next 24 hours, you can use your reaction to send a charge of static electricity back at that creature, dealing 3d10 lightning damage to it. Once you do so, the effects of this potion end.
O:TTGpotion44 gp
Spirit Sweets
Potion, Uncommon
This bitter concoction tastes and smells horrible to physical beings, yet couldn't taste more delicious to spirits, many of which would trade quite a bit for a sip of the brew. A spirit with a challenge rating of 8 or lower that consumes this potion becomes drunk and happy for 1d4 days. Alternatively, the potion can be poured out, attracting spirits with a challenge rating of 2 or lower that are within 1 mile. When poured out, the potion attracts spirits for 8 hours or until it is consumed.
O:TTGpotion44 gp
Twin Telepathy
Potion, Uncommon
This potion must be shared with another creature, each of them ingesting half of the potion. When consumed, the potion allows the imbibers to communicate telepathically across any distance. The effects of this potion last for 24 hours.
O:TTGpotion44 gp
Elixir of Charm
Potion, Uncommon
FOR HEDGE MAGE USE ONLY Ingredients: A rose petal, a piece of parchment with a romantic message, and a hair from a humanoid. Command: The full name of the humanoid whose hair was used. This potion is made with the freshly plucked hair of a humanoid. If another creature drinks this potion, it must make a Wisdom saving throw against your wizard spell save DC, and does so with advantage if you or your companions are fighting it. On a failed save, the creature is charmed by the humanoid whose hair was used in the potion for 1 hour. While charmed, the creature regards this humanoid as a friendly acquaintance. The charm ends early if the creature takes any damage. On a successful save, the creature is not charmed and is immune to this effect for 24 hours.
TGS3potion44 gp
Potion of Nature's Growth
Potion, Uncommon
The muddy slurry at the bottom of this green potion bottle is filled with plant-growing magic. The bottle itself is in the shape of an upside-down tree, with its canopy creating the rounded base of the vessel. You can use an action to either drink the potion or upend it, pouring it onto soil. If you drink the potion, you gain the benefits of the barkskin spell for 1 hour (no concentration required). In addition, sunlight gives you nutrients for the next 1d4 + 3 days: for the duration, you don't need to eat, provided that you spend at least 1 hour in sunlight each day. If you pour the potion on the ground and plant the bottle there, all plants in a 300-foot radius centered on the potion become enriched for 30 days. The plants yield twice the normal amount of food when harvested.
TGS3potion44 gp
A New Look
Potion, Uncommon
When consumed, this unassuming elixir magically transforms your head into a random anthropomorphic animal, such as a horse, panda, pig, or raccoon. This effect lasts until removed, as if it were a curse. This doesn't count against the number of potions you can have affecting your body at once.
O:TTGpotion45 gp
Enhanced Lightning Breath
Potion, Uncommon
For 24 hours after drinking this shimmering gold liquid, your voice gains a crackling quality to it and your breath sparks and sputters. For the duration, you can use a bonus action to exhale an arc of lightning at a creature you can see within 30 feet of you. The target must make a DC 16 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. Once you exhale this lightning, the effects of this potion end.
O:TTGpotion45 gp
Potion of Reprieve
Potion, Uncommon
When imbibed, this potion offers temporary relief from an ill effect. For the next hour, you gain the benefit of an effect of your choice from the Greater Restoration spell. When this potion's effects end, you lose the chosen benefit, causing the ill effect to return.
O:TTGpotion45 gp
Potion of Radiant Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to Radiant damage for 1 hour. Resistance to radiant damage for 1 hour.
DMG'24potion45 gp
Enhanced Bottled Bomb
Potion, Uncommon
When thrown at a point that you can see within 60 feet of you, this volatile liquid explodes. Each creature within 5 feet of the explosion must make a DC 16 Dexterity saving throw, taking 3d8 force damage on a failed save, or half as much damage on a successful one.
O:TTGpotion46 gp
Shadow Puppet
Potion, Uncommon
Once consumed, this potion gives sentience to your shadow. The shadow starts to act independently of you but is still bound to your body. It has its own emotions and personality but can't interact with the world in any way beyond what a normal shadow could. The effects of this potion last until removed, as if it were a curse. This doesn't count against the number of potions you can have affecting your body at once.
O:TTGpotion46 gp
Uncanny Focus
Potion, Uncommon
For 1 minute after imbibing this purplish liquid, you have advantage on Constitution saving throws made to maintain concentration on spells. In addition, becoming incapacitated doesn't cause you to lose concentration on a spell.
O:TTGpotion46 gp
Meditative Trance
Potion, Uncommon
This violet-colored potion smells like lavender and citrus. The next time you take a short rest after ingesting it, you enjoy a deep, dreamless sleep, granting you the benefits of a long rest, even if you already benefited from a long rest in the past 24 hours.
O:TTGpotion47 gp
Object Embodiment
Potion, Uncommon
When you drink this metallic potion, your body twists and alters into an object of your choice, as if by the true polymorph spell. This effect doesn't require your concentration and ends after 1 hour.
O:TTGpotion47 gp
Wrathful Spirit
Potion, Uncommon
When consumed, you feel the essence of a long-dead spirit overwhelm you. You feel on edge and have an undertone of rage that boils below the surface. Roll 2d8. For the duration, whenever you cast a spell, you can cause one target that took damage from it to take extra force damage equal to the number rolled. The effects of this potion last for 1 minute.
O:TTGpotion47 gp
Philter of Love
Potion, Uncommon
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.
DMG'24potion47 gp
Potion of Fire Breath
Potion, Uncommon
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.
DMG'24potion47 gp
Phoenix Elixir
Potion, Uncommon
When imbibed, this elixir burns your throat and ignites an ember within you. For 24 hours, you are immune to fire damage. When the potion's magic finally fades, the fire inside of you burns intensely from within, consuming you in flames and turning your body to ash. 1 hour later you appear in the nearest bonfire, reborn anew. All objects and clothing that were on your person when you were turned to ash are left by your original body.
O:TTGpotion48 gp
Potion of Holistic Wellness
Potion, Uncommon
When you uncork this potion of scintillating liquid, your senses are calmed with the smell of vanilla and honey along with a warm spring breeze. When imbibed, you feel like your whole soul is embraced in a loving hug, causing you to regain 4d8 + 4 hit points, and removing any conditions affecting you, excluding the grappled, prone, or restrained condition.
O:TTGpotion48 gp
Rapid Withdrawal
Potion, Uncommon
When you drink this potion, motes of pink light erupt from your body and orbit around you. For 1 minute, whenever you take damage from a hostile creature, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see.
O:TTGpotion48 gp
Potion of Force Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to Force damage for 1 hour. Resistance to force damage for 1 hour.
DMG'24potion48 gp
Tanuki-zake (uncommon)
Potion, Uncommon
<i>Component: Humanoid (tanukin) liver</i> Among other mischief, tanuki enjoy brewing magical sake, which they trick Humanoids into imbibing, delighting in the drunken antics that unfold. However, they try to ensure their pranks are not overly harmful—the effects of the sake wear out quickly and, should the drinker stumble into a scuffle, they will find themselves strangely empowered by the brew. Drunken Master | When you use your action to drink this sake, you become poisoned for <b>10 minutes</b>. If you have immunity to the poisoned condition, you can choose to be poisoned by the sake regardless. While poisoned in this way, you gain the following benefits: You don't have <b>disadvantage</b> on melee attack rolls or ability checks that use Strength or Dexterity as a result of the poisoned condition You gain a <b>+1 bonus</b> to AC. You can spend <b>5 feet</b> of your movement to stand up from being prone, instead of half your speed. The first time on each of your turns that you make a <i>Melee Attack:</i> immediately after you stand up from being prone, you have <b>advantage</b> on the attack roll. If the attack is an unarmed strike, it deals an extra 1d6 damage on a hit.
RGttYRpotion48 gp
Life-Steal
Potion, Uncommon
This dangerous and disliked potion transforms when used. As an action, you can uncork the potion and point it toward a creature within 10 feet of you. The target takes 3d6 necrotic damage, and the potion transforms into a healing elixir. A creature that consumes this elixir regains a number of hit points equal to the necrotic damage dealt.
O:TTGpotion49 gp
Sharp Mind
Potion, Uncommon
When you drink this potion, your mind becomes charged with magical energy. For the next 8 hours, you gain a +2 bonus to Intelligence saving throws, and you gain resistance to psychic damage. In addition, you can devour whole tomes of text, reading 10 times faster than normal. Resistance to psychic damage for 1 hour.
O:TTGpotion49 gp
Unknown Elixir
Potion, Uncommon
This bizarre blend of flavors reminds you of freshly cut grass, petroleum jelly, and honey. When consumed, it sits in your stomach like a rock and slowly swells in power. You gain the ability to cast one random spell of 6th level or lower, without expending a spell slot. This spell uses a save DC of 17 and a spell attack bonus of +9. The effects of this potion last until the spell is cast. This doesn't count against the number of potions you can have affecting your body at once.
O:TTGpotion49 gp
Potion of Dragon's Breath (Uncommon)
Potion, Uncommon
Drinking this potion grants you a brief surge of draconic power. Once within the next minute, you can replace one of your attacks when you take the Attack action with an exhalation of magical energy, which has the same effects as the Dragonborn's Breath Weapon trait. The damage type for the exhalation is randomly determined from the Draconic Ancestors table in the Dragonborn species description when this potion is created. The amount of damage the exhalation deals and its save DC are determined by the potion's rarity, as shown in the table below. Rarity|Damage|Save DC Uncommon|2d10|13 Rare|3d10|15 Very Rare|4d10|16 When crafting a Potion of Dragon's Breath, you can use the harvested stomach and gizzard of a fallen dragon in place of the raw materials normally needed to craft a magic item. If you do, the exhalation's damage type is determined by the kind of dragon the materials were sourced from, and the potion's rarity is determined by the dragon's age category: Uncommon (young dragon), Rare (adult dragon), or Very Rare (ancient dragon). Once you start crafting a Potion of Dragon's Breath in this way, if you don't spend at least 2 hours working to craft it on a given day before finishing it, roll 1d20. On a 1, the harvested materials are destroyed, and the potion spoils.
TGS1'24potion49 gp
Potion of Fire Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to Fire damage for 1 hour. Resistance to fire damage for 1 hour.
DMG'24potion49 gp
Potion of Lightning Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to Lightning damage for 1 hour. Resistance to lightning damage for 1 hour.
DMG'24potion49 gp
Potion of Thunder Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to Thunder damage for 1 hour. Resistance to thunder damage for 1 hour.
DMG'24potion49 gp
Potion of Tirelessness
Potion, Uncommon
After you drink this potion, you don't need to sleep, and magic can't put you to sleep. This effect lasts 24 hours. For the duration, you can finish a Long Rest in 4 hours if you spend those hours in a state of quiet focus, during which you retain consciousness. This pale red potion is as thick as molasses, yet it slides out of the bottle as readily as oil.
AUpotion49 gp
Wispy Sour (Uncommon)
Potion, Uncommon
The typical wispy sour, a common potion, is a specialty alcoholic beverage that causes you to float harmlessly off the floor. When you drink this potion, you gain a flying speed of 10 feet for 1 minute, but can only hover 1 foot above the ground when doing so. The drink is smooth, sweet, and has a slight aftertaste of ash. A tiny, single light from the dancing lights spell is often cast within the drink when served. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. The following wispy sour is an uncommon variant with additional properties. It also tastes better. For 1 minute after drinking this potion, you can regain 1d8 + 2 hit points once on each of your turns when you reduce a hostile creature to 0 hit points. If the creature is a construct or undead, you don't regain any hit points in this way. This variant contains a harmless will-o'-wisp fragment. Hazy visions of lost souls occasionally drift through the drink's cheery liquid.
TGS2potion49 gp
Demonskin
Potion, Uncommon
Uncorking this potion, you are immediately assaulted with a powerfully pungent, acrid odor. Once you drink it, your skin takes on a glowing burgundy hue and your eyes turn a sickly crimson. For 1 minute, you gain a +2 bonus to AC and resistance to cold, fire, and lightning damage, as well as bludgeoning, piercing, and slashing damage from nonmagical attacks. Until the potion's effects end, your creature type changes to Demon (Fiend).
O:TTGpotion50 gp
Illusion in a Bottle
Potion, Uncommon
When this potion is poured out, an illusion of your choice appears in its space, as if by the Major Image spell. A creature that uses its action to examine the image can determine that it is an illusion with a successful DC 18 Intelligence (Investigation) check. The illusion lasts for 1 hour.
O:TTGpotion50 gp
Mind Over Might
Potion, Uncommon
When consumed, this chalky elixir turns an intellectual scholar into an athlete. For the next 24 hours, you can use your Intelligence or Wisdom modifier (your choice), in place of your Strength or Dexterity modifier, when making Strength (Athletics) and Dexterity (Acrobatics) checks. You also gain proficiency in those skills for the duration, if you don't already have it.
O:TTGpotion50 gp
Chi-Balancing Tea
Potion, Rare
This potion is specially brewed by the monks of Durheim using a unique leaf found only in their gardens. The tea remains magically warm while inside its traditional porcelain bottle. The potion's flavor is deep and smoky, and leaves a sour aftertaste like the air after a storm. When you drink this potion, it cures any short-term madness afflicting you, and if you are charmed or frightened, it ends those conditions. In addition, if you have 2 or more levels in the monk class, you regain 1d4 + 1 expended ki points.
TGS2potion50 gp
Potion of Dragon's Breath
Potion, Uncommon
When you drink this potion, you gain the effect of the Dragon's Breath spell for 1 minute (save DC 13, no Concentration required). The damage type associated with that spell is determined by the color of the potion when the potion was created, as shown in the table below. Light catches off the glittery liquid inside this potion, which is made from the pulverized scale of a chromatic dragon. Color|Damage Type Black|Acid Blue|Lightning Green|Poison Red|Fire White|Cold
AUpotion50 gp
Potion of Healing (*)
Potion
<i class="ve-muted">* This item group has the same name and source as the item potion of healing</i>.
DMG'14potion50 gp
Potions of Healing
Potion
DMG'24potion50 gp
Rejuvenating Draft (Rare)
Potion, Rare
When you drink this potion, you regain 1d4 + 3 spent Hit Dice.
TGS2potion50 gp
Homegrown
Potion, Rare
When poured over a surface that is at least a 50-foot square area and isn't obstructed by obstacles (such as trees or boulders), this pungent liquid begins to quickly foam and expand. After 1 minute, a newly formed and furnished home of grand size appears in the space.
O:TTGpotion51 gp
Simulacrum Elixir
Potion, Rare
When consumed, this numbing concoction sends you into a deep sleep. When you awake, your mind has taken over a perfect clone of yourself. The clone appears to be the same as you in every way, but it has half of your hit point maximum and is formed without any equipment other than mundane clothes. Otherwise, the clone uses all of your statistics, except that it is a construct. The clone lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. While the clone exists, your original body stays in a constant deep sleep, where it requires no nourishment, but it can still suffer damage as normal. The clone lasts until you dismiss it or it drops to 0 hit points, at which point it disappears in a cloud of butterflies. When it disappears, your mind returns to your original body.
O:TTGpotion51 gp
Withered Will
Potion, Rare
After drinking this light and dewy potion, you gain the ability to breathe a cloud of withering vapor. For the next minute, you can use a bonus action to exhale a cloud in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature's speed is halved, it can't take reactions, and it has disadvantage on attack rolls until the start of your next turn. At the start of your next turn, roll a d6. You regain the use of this ability on a roll of 4-6.
O:TTGpotion51 gp
Oil of Superior Mending
Potion, Uncommon
This canister of oil is capped with a resealable six-sided top. The oil inside is represented by a pool of 10 d6s, which you can use to restore hit points to damaged constructs and objects. You can use an action to pour some of the oil onto a damaged construct or object, expending 1 or more d6s from the pool (up to the remaining amount). Roll the expended d6s: the target regains a number of hit points equal to the total, as the oil magically repairs the relevant damage. A damaged area appears as having been filled or coated by black resin, which disappears after 1 hour to reveal the repaired materials. The canister is empty once the last d6 has been expended from the pool. This effect can physically repair a magic item, but it can't restore magic to such an object.
TGS4potion51 gp
Potion of Psychic Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to Psychic damage for 1 hour. Resistance to psychic damage for 1 hour.
DMG'24potion51 gp
Astounding Vigor
Potion, Rare
When you drink this hearty potion, you feel the strongest and healthiest you've ever felt. For the duration, you gain a number of temporary hit points equal to your hit point maximum. The effects of this potion last for 24 hours or until these temporary hit points are lost.
O:TTGpotion52 gp
Hidden Hand
Potion, Rare
When consumed, this grainy potion heightens your senses and gives you a sunken feeling of untapped strength. For the next 24 hours, you gain telekinetic powers as if you were under the effects of the Telekinesis spell.
O:TTGpotion52 gp
Mind Transfer
Potion, Rare
When imbibed, this acrid elixir loosens your soul from your body and prepares it for transfer. The first time you are touched by a creature after consuming this potion, your mind and soul transfer into that creature's body. While inhabiting the creature's body, you can force it to make a contested Intelligence or Wisdom check (you both choose which ability to use) at the start of each of its turns. If you succeed, you gain total control over the creature until the start of its next turn. While your mind and soul are away, your body is left unconscious. If the creature dies while your mind and soul are still inside it, you also die. You inhabit the creature's body for 1 hour, until you dismiss the effect as an action, or until the creature is targeted by a Dispel Evil and Good spell.
O:TTGpotion52 gp
Bottled Talent
Potion, Uncommon
When you drink this potion, you gain proficiency with one skill, saving throw, or tool of your choice for 24 hours. The glowing potion has a glimmering swirl at its center.
TGS4potion52 gp
Last Resort
Potion, Rare
When this potion is downed, a crystalline cocoon begins forming around you. The cocoon becomes fully formed at the start of your next turn, and you can't be contacted or interacted with in any way. The cocoon is immune to all damage, and it can't be moved or destroyed by any means short of a wish spell. While in the cocoon, you are in stasis and don't need to eat or breathe. The cocoon lasts between 1 hour and 4 decades. Roll on the table below to determine the measurement of time for the effect, from hours to decades. Then roll a d4 to determine the exact amount of time the cocoon exists. d6|Measurement of Time 1|Hours 2|Days 3|Weeks 4|Months 5|Years 6|Decades
O:TTGpotion53 gp
Many Hands
Potion, Rare
When you drink this potion, you can call upon an ancient and devious spirit known as Many Hands. When you do, a host of long, spindly, spectral arms reach out from your body. Anyone who can see you when the hands first emerge must succeed on a DC 19 Wisdom saving throw or be frightened until the start of your next turn; creatures that are friendly to you have advantage on this save. Additionally, the arms lash out from you, clawing at all other creatures within 20 feet of you. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a target takes 10d6 necrotic damage and can't regain hit points until the start of your next turn. On a successful save, the creature takes half as much damage but suffers no other effect.
O:TTGpotion53 gp
New Life
Potion, Rare
The brewer of this potion chooses the likeness of a humanoid that they are familiar with. When imbibed, you take on the illusionary form of the chosen creature. This illusory disguise is perfect in every way and matches both the creature's visage and its voice. Only creatures with the ability to detect magic or see through illusions (as with truesight) can discern this disguise. The effects of this potion last for 7 years or until removed, as if it were a curse. This doesn't count against the number of potions you can have affecting your body at once.
O:TTGpotion53 gp
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.
DMG'24potion53 gp
Elixir of Echoes
Potion, Rare
When you drink this potion, you gain the ability to cast a spell that was cast by another creature within the last minute. The spell has to have been cast within 100 feet of you, and you must be aware that the spell was cast. Once imbibed, you can cast the copied spell once within the next minute, without expending a spell slot or material components. If the spell requires a saving throw or spell attack roll, you use the DC and attack bonus of the creature that originally cast the spell.
O:TTGpotion54 gp
Epic Bottled Bomb
Potion, Rare
When thrown at a point that you can see within 60 feet of you, this volatile liquid explodes. Each creature within 30 feet of the explosion must make a DC 19 Dexterity saving throw, taking 20d6 force damage on a failed save, or half as much damage on a successful one.
O:TTGpotion54 gp
Ups-A-Daisy
Potion, Rare
When poured over a creature or object, this creamy elixir instantly awakens the target, as if by the Awaken spell. The awakened creature remains charmed by you for 1 year, instead of 30 days.
O:TTGpotion54 gp
Blessing of the Moon Spirit
Potion, Rare
After drinking this potion, which glows like a full moon, you gain a strange and wondrous affinity for the moon's light. This potion's effects are <b>permanent</b>. While moonlight touches you, you can use a bonus action to expend three hit dice. You can use this ability once per long rest. When you first consume this potion, your hit point maximum is increased by 2d10. This doesn't count against the number of potions you can have affecting you at once.
O:TTGpotion55 gp
Essence of Great Rivers
Potion, Rare
This crystal-clear potion captures the essence of the four great river spirits Mu, Go, Yon, and Din. For the next 24 hours, you can call on their strength to aid you. If you fail a saving throw, you can choose to succeed instead. You can do so three times before the magic of the potion fades.
O:TTGpotion55 gp
Spiritual Rebuke
Potion, Rare
When poured, this dark elixir stains the earth and creates a 10-foot cube that is void of the island's magic, as if it were under the effects of the Antimagic Field spell. This effect lasts for 1 year.
O:TTGpotion55 gp
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.
PotApotion55 gp
Potion of Growth
Potion, Uncommon
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 expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
DMG'24potion55 gp
Potion of Poison
Potion, Uncommon
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.
DMG'24potion55 gp
Bowark's Bombastic Beer
Potion, Rare
This potion was discovered by accident by the great brewmaster, Bowark. Unsealing it fills the room with a strong scent of hops and yeasty goodness. When consumed, this beer gives you a warm, euphoric calm that makes you feel like everything will be alright. Until this potion's effects end, you can choose to reroll any ability check, attack roll, or saving throw you make. You can reroll in this way a total of 7 times before the potion wears off.
O:TTGpotion56 gp
Carla Cackletooth's Corruption Cocktail
Potion, Rare
This potion was invented by none other than the legendary Carla Cackletooth, a witch of considerable potion-making prowess. When poured out, it summons 10 corrupted muks, which are at your beck and call and under your control until destroyed.
O:TTGpotion56 gp
Newly Found Magic
Potion, Rare
When consumed, you feel a rush of magical inspiration flow through you. You instantly learn a random 3rd-level spell. You can cast it without expending a spell slot, and once you do so, you can't cast it in this way again until you finish a long rest. This potion's effect is permanent, and it doesn't count against the number of potions you can have affecting you at once.
O:TTGpotion56 gp
Potion of Heroism
Potion, Rare
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.
DMG'24potion56 gp
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.
DMG'24potion56 gp
Crafter's Brew
Potion, Rare
The crafter's brew can be added to any larger container of water or a small body of water to create an enchanting bath. The first nonmagical object submerged in the water for at least 1 minute gains a permanent magical effect. This effect is random and powerful enough that the item's rarity should be considered uncommon or higher.
O:TTGpotion57 gp
Hunter's Speed
Potion, Rare
When this amber potion is consumed, you gain the attributes of the Hunter, one of the great beasts of Obojima. Roll a d4. For the duration, you gain a flying speed of 90 feet, and whenever you take the Attack action, you can make an additional number of attacks equal to 1 + the number rolled on the d4. The effects of this potion last for 1 minute.
O:TTGpotion57 gp
Unified Might
Potion, Rare
When consumed, this potion produces a burning sensation that fills your body, leaving you with newfound intellectual and physical strength. For the next hour, two ability scores of your choice increase to 25.
O:TTGpotion57 gp
Elixir of Night
Potion, Uncommon
FOR HEDGE MAGE USE ONLY Ingredients: An owl feather, pinch of powdered cats eye, and chocolate. Command: "Of cats grace, through darkness embrace." When a creature drinks this potion, it gains darkvision out to a range of 60 feet for 8 hours and adds 1d4 to any Dexterity (Stealth) check it makes for the duration. If the creature already has darkvision, its range increases by 30 feet. While the potion is agitated, such as by being shaken or stirred, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
TGS3potion57 gp
Dancing Feet
Potion, Rare
After drinking this potion, you no longer walk or run—now you dance. Going from one place to another is no longer a mundane trudge, a shuffling expression of ennui. How you get from point A to point B is now a dazzling dance performance. From smooth, elven waltzes, to Nakudama hops and gyrations, to the interpretive dance forms of the dara, you explore them all. Your stylish moves increase your walking speed by 10 feet, give you a +5 bonus to Charisma (Performance) checks that involve dancing, and grant you proficiency in Dexterity saving throws if you don't already have it. This lasts until you dismiss the potion's effects as an action.
O:TTGpotion58 gp
Hero's Blade
Potion, Rare
When poured over a weapon, this heroic elixir stains it blue and causes it to shimmer as if it were a gemstone reflecting light. For the next minute, the weapon gains a +3 bonus to attack and damage rolls. Until this effect ends, creatures hit by this weapon don't benefit from any damage immunities or resistances they have, if any, for 1 minute.
O:TTGpotion58 gp
Umi's Powerful Undertow
Potion, Rare
This potent elixir allows the drinker to enhance their aquatic spells with the ocean's wrath. For the next hour, when you cast a spell that produces or manipulates water in some capacity, the spell is cast as if using a spell slot of one level higher. Additionally, spells that use water to deal damage to a creature or object deal an extra 2d12 bludgeoning damage. Alternatively, you can throw the potion into an unoccupied space within 30 feet of you, breaking the glass and summoning three water elementals in the nearest unoccupied spaces. These creatures are under your control until destroyed.
O:TTGpotion58 gp
Potion of Acid Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to Acid damage for 1 hour. Resistance to acid damage for 1 hour.
DMG'24potion58 gp
Shifter's Shine (Uncommon)
Potion, Uncommon
The typical shifter's shine, a common potion, is a specialty alcoholic beverage that causes your face to appear more glamorous. For 1 hour after drinking this potion, your skin's complexion clears, appears healthier, and grows more taut. Your face, while largely unchanged, is distinctly more attractive and exudes a weak aura of enchantment magic. When you make a Charisma check while under the effects of this potion, you can choose to forgo rolling the d20 to get a 10 on the die. Once you use this property, you can't use it again for the remainder of the potion's duration. The potion is a rich honey color and swirls lazily around, regardless of how it's handled. It can be found in any sort of vessel, though it is usually found in glass jars. The eye of a shapeshifter drifts along the potion's bottom, making it a daunting beverage for the average taverngoer to order. It has an extremely strong alcoholic taste with a hint of caramel. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. The following shifter's shine is an uncommon variant with additional properties. It also tastes better. When you drink this potion, you gain the effects of the alter self spell for 1 hour (no concentration required) or until you end the effect as a bonus action.
TGS2potion58 gp
Chicken Chaser
Potion, Rare
When you drink this potion, your hair turns dark red (if you have any), and you gain the ability to speak with chickens permanently, as if by the Speak with Animals spell. Additionally, you can crow a sacred and thunderous cackle that summons 100 chickens in a 20-foot radius centered on you. These chickens appear running from a distance, digging out from the ground below, and falling from the sky in a veritable tsunami of flapping, clucking poultry. Each creature in the area (excluding you) must make a DC 19 Dexterity saving throw, taking 30d6 slashing damage on a failed save, or half as much damage on a successful one. Once you've summoned the chickens in this way, you can't do so again. This doesn't count against the number of potions you can have affecting your body at once.
O:TTGpotion59 gp
Island Nectar
Potion, Rare
Consuming this sweet potion gives you a calming sensation before reinvigorating your life force and pushing you into action. You regain 100 hit points, and as part of the same bonus action to consume it, you can immediately make a melee weapon attack, cast a spell that targets only one creature or object, or move up to your speed.
O:TTGpotion59 gp
Severed Reaction
Potion, Rare
Consuming this foggy brew gives you a headache you can never quite alleviate. While under the effects of this potion, you can take two reactions each round instead of one. Each time you take a second reaction, you lose a number of hit points equal to half your level. This potion's effect is <b>permanent</b>, and it doesn't count against the number of potions you can have affecting you at once.
O:TTGpotion59 gp
Elixir of Protection
Potion, Uncommon
FOR HEDGE MAGE USE ONLY Ingredients: A snails shell, sage leaf, and piece of limestone (acid damage), salt crystal (cold damage), red pepper seed ( fire damage), piece of iron ( lightning damage), or snake fang (poison damage). Command: "Born of the Material, unscathed by her arms." When you drink this elixir, your body becomes magically protected against either acid, cold, fire, lightning, or poison damage for 1 hour. You determine the type of damage when you create the elixir. For the duration, any damage of that type that you take is reduced by an amount equal to half your wizard level.
TGS3potion59 gp
Potion of Mind Reading
Potion, Rare
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.
DMG'24potion59 gp
Disappearing Act
Potion, Rare
When consumed, your body vanishes along with all the items you were wearing or carrying, and your sentience is transferred into a random object within 100 miles of you.
O:TTGpotion60 gp
Dragon Frog Transmutation
Potion, Rare
After guzzling down this froggy potion, you turn into an Elder Dragon Frog, as if by the true polymorph spell. This transformation lasts for 1 minute, or 10 minutes if a Dragon Fang of Yutro was used when brewing this potion.
O:TTGpotion60 gp
Elixir of Omnimind
Potion, Rare
This pale blue potion smells like ozone. When you drink it, your mind expands, and you gain a brief but exceptional capacity to comprehend the vast complexities of the arcane. For the next minute, you can concentrate on two spells at the same time. If you are forced to make a Constitution saving throw to maintain your concentration, you must make a separate saving throw for each spell.
O:TTGpotion60 gp
Elixir of Recovery
Potion, Uncommon
FOR HEDGE MAGE USE ONLY Ingredients: A small piece of dried apple and gold leaf. Command: "The body, unbroken." You regain 2d8 hit points when you drink this elixir. This healing increases to 3d8 when you reach 14th level in this class.
TGS3potion60 gp
Potion of Animal Friendship
Potion, Uncommon
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.
DMG'24potion60 gp
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.
DMG'24potion60 gp
Potion of Clairvoyance
Potion, Rare
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.
DMG'24potion62 gp
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.
DMG'24potion64 gp
Potion of Aqueous Form
Potion, Rare
When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die. You're under the following effects while in this form: <b>Liquid Movement.</b> You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter. <b>Watery Resilience.</b> You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws. <b>Limitations.</b> You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor.
MOTpotion67 gp
Potion of Invisibility
Potion, Rare
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.
DMG'24potion67 gp
Ankh of Anointment
Potion, Rare
The oil within this ankh-shaped vial is rich with the smell of clove and myrrh. You can use an action to pour the entirety of the vial over a Medium or smaller creature or object. For the next hour, that target is under the effects of the protection from evil and good spell (no concentration required), and it regains the maximum number of hit points possible from any healing. An undead that hits a target under the effects of this oil with a melee attack immediately takes 1d8 radiant damage. The oil feels warm to the touch, and magically evaporates once the ankh is finished being poured.
TGS4potion68 gp
Aged Goodberry Wine
Potion, Rare
This bottle of thick red wine is miraculously made from magical goodberries and peonies using a closely kept family recipe. It tastes fruity and floral, with notes of honey and the feeling of a fresh breeze, and is deeply rejuvenating. The bottle comes with 8 servings of the syrupy potion, which each take 1 minute to drink. When you drink this wine, you can regain hit points by spending any number of Hit Dice, as if you'd finished a short rest. You regain 1 extra hit point for each Hit Die you spend in this way. The wine provides enough nourishment to sustain a creature for one day. In addition, for the next hour, whenever you roll a Wisdom or Charisma ability check or saving throw, you add 1d4 to the total of the roll.
TGS2potion70 gp
Celestial Sunrise
Potion
Multiple variations of this item exist, as listed below: Celestial Sunrise (Common) Celestial Sunrise (Uncommon)
TGS2potion75 gp
Djinn and Tonic
Potion
Multiple variations of this item exist, as listed below: Djinn and Tonic (Common) Djinn and Tonic (Rare)
TGS2potion75 gp
Gunnspier
Potion
"Stab, bang, hope." If consulted, these are the instructions any kobold will give on using a gunnspier. With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. <b>Point Blank Shot.</b> When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage. As an action, you can reload the gunnspier. <b>Backfire.</b> When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the gunnspier backfires. Each creature within <b>10 feet</b> of you (including you) must succeed on a DC 15 Dexterity saving throw or take 4d6 piercing damage as shrapnel erupts from the weapon.
HGtMHpotion75 gp
Oozo
Potion
Multiple variations of this item exist, as listed below: Oozo (Uncommon) Oozo (Very Rare)
TGS4potion75 gp
Rejuvenating Draft
Potion
Multiple variations of this item exist, as listed below: Rejuvenating Draft (Uncommon) Rejuvenating Draft (Rare) Rejuvenating Draft (Very Rare) Rejuvenating Draft (Legendary)
TGS2potion75 gp
Gunnspier (rare)
Potion, Rare
"Stab, bang, hope." If consulted, these are the instructions any kobold will give on using a gunnspier. With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. <b>Point Blank Shot.</b> When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 2d8 bludgeoning damage. As an action, you can reload the gunnspier. <b>Backfire.</b> When you use Point Blank Shot and roll an 8 on both of the additional bludgeoning damage dice, the gunnspier backfires. Each creature within <b>10 feet</b> of you (including you) must succeed on a DC 15 Dexterity saving throw or take 4d6 piercing damage as shrapnel erupts from the weapon.
HGtMHpotion78 gp
Vortex Elixir
Potion, Rare
This potion is effervescent and constantly swirls on its own. When you use an action to drink this potion, a tempest of wind stirs around you. For the next 10 minutes, ranged weapon attack rolls against you are made with disadvantage, and you can use a bonus action on each of your turns to cause the wind to strengthen. When you do, the wind whips into an instantaneous vortex that extends out from you in a 10-foot radius. Any other creature within the vortex when it appears must succeed on a DC 13 Strength saving throw or be thrown up to 20 feet away from you and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. Immediately after using this bonus action, you can fly up to 10 feet without provoking opportunity attacks. If you are underwater, the vortex is water, instead of wind, but its effects remain the same.
TGS3potion78 gp
Potion of Dragon's Breath (Rare)
Potion, Rare
Drinking this potion grants you a brief surge of draconic power. Once within the next minute, you can replace one of your attacks when you take the Attack action with an exhalation of magical energy, which has the same effects as the Dragonborn's Breath Weapon trait. The damage type for the exhalation is randomly determined from the Draconic Ancestors table in the Dragonborn species description when this potion is created. The amount of damage the exhalation deals and its save DC are determined by the potion's rarity, as shown in the table below. Rarity|Damage|Save DC Uncommon|2d10|13 Rare|3d10|15 Very Rare|4d10|16 When crafting a Potion of Dragon's Breath, you can use the harvested stomach and gizzard of a fallen dragon in place of the raw materials normally needed to craft a magic item. If you do, the exhalation's damage type is determined by the kind of dragon the materials were sourced from, and the potion's rarity is determined by the dragon's age category: Uncommon (young dragon), Rare (adult dragon), or Very Rare (ancient dragon). Once you start crafting a Potion of Dragon's Breath in this way, if you don't spend at least 2 hours working to craft it on a given day before finishing it, roll 1d20. On a 1, the harvested materials are destroyed, and the potion spoils.
TGS1'24potion81 gp
Sream's Stoppered Oasis
Potion, Rare
This tall decanter is filled with water from a miraculous oasis in the H'rethi Desert and is stoppered with a small, overgrown planter. You can pour the water out of the bottle on top of the planter as an action to create a magical oasis that fills up to a 100-foot-square space over the course of 10 minutes. The oasis has a pond filled with clean water and exotic, fruit-bearing trees that can nourish up to fifteen humanoids or five steeds for 24 hours. The area within the oasis is always under the effects of the alarm spell. A swarm of poisonous snakes appears to defend the oasis for each creature that sets off the alarm (maximum of 3), whose rattling tails act as the audible alarm. The swarms are friendly to you and your companions, but don't obey verbal commands. Roll initiative for the summoned swarms as a group, which have their own turns. A swarm disappears when it drops to 0 hit points or when there are no more hostile creatures within the oasis. The oasis remains for 24 hours or until dispelled by a dispel magic spell cast at 5th level or higher. The atmosphere within the space is comfortable and dry, regardless of the weather outside the oasis. A friendly creature within the oasis can't be frightened and regains an extra 1d4 Hit Dice when it finishes a long rest. Drinking the water in the bottle has no effect, but tastes refreshing.
TGS2potion82 gp
Elixir of Health
Potion, Rare
When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it.
DMG'24potion91 gp
Essence of Rage
Potion, Rare
This swirling potion tastes like iron and bitter raisins. When you drink this potion, you enter a rage that lasts for 1 minute or until you have the Incapacitated condition. This rage grants you the same effects as the level 1 Barbarian class feature with the following changes: You can enter and maintain this rage even if you're wearing Heavy armor. If you end your turn and haven't made an attack roll against an enemy, forced an enemy to make a saving throw, or taken a Bonus Action to extend your rage, you take 1d4 Psychic damage, and the rage extends for another round.
TGS1'24potion94 gp
Potion of Superior Healing
Potion, Rare
You regain 8d4 + 8 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
DMG'24potion95 gp
Oil of Armor Animation
Potion, Rare
You can spend 1 minute applying this oil to a full suit of plate armor. When you do, the armor animates and is under your control, using the statistics for an animated armor. The armor follows your verbal instructions to the best of its ability (no action required by you); you decide what action it will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the armor only defends itself against hostile creatures. Once given an order, the armor continues to follow it until its task is complete. The armor remains under your control until it's reduced to 0 hit points or until it falls unconscious due to a dispel magic spell, at which point it is no longer animated.
TGS5potion97 gp
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.
DMG'24potion97 gp
Potion of Puddle Scrying
Potion, Rare
This potion is filled with a silvery solution. When you use an action to drink this potion, your eyes become as clear as water for 10 minutes. For the duration, whenever you open your eyes underwater, you can see and hear any recent event that's occurred from the water's perspective, up to 24 hours ago, reviewing the entirety of those events over the course of 1 minute. When you do, you relive these events as if you were just below the water's surface in the same space your head is in. You can only review events that occurred since the pool of water first appeared. You are deaf and blind to your surroundings while reviewing the events in this way.
TGS3potion97 gp
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.
DMG'24potion98 gp
Bloody Marilith
Potion
Multiple variations of this item exist, as listed below: Bloody Marilith (Common) Bloody Marilith (Very Rare)
TGS2potion100 gp
Potion of Dragon's Breath
Potion
Drinking this potion grants you a brief surge of draconic power. Once within the next minute, you can replace one of your attacks when you take the Attack action with an exhalation of magical energy, which has the same effects as the Dragonborn's Breath Weapon trait. The damage type for the exhalation is randomly determined from the Draconic Ancestors table in the Dragonborn species description when this potion is created. The amount of damage the exhalation deals and its save DC are determined by the potion's rarity, as shown in the table below. Rarity|Damage|Save DC Uncommon|2d10|13 Rare|3d10|15 Very Rare|4d10|16 When crafting a Potion of Dragon's Breath, you can use the harvested stomach and gizzard of a fallen dragon in place of the raw materials normally needed to craft a magic item. If you do, the exhalation's damage type is determined by the kind of dragon the materials were sourced from, and the potion's rarity is determined by the dragon's age category: Uncommon (young dragon), Rare (adult dragon), or Very Rare (ancient dragon). Once you start crafting a Potion of Dragon's Breath in this way, if you don't spend at least 2 hours working to craft it on a given day before finishing it, roll 1d20. On a 1, the harvested materials are destroyed, and the potion spoils.
TGS1'24potion100 gp
Potion of Giant Strength
Potion
DMG'24potion100 gp
Basic Poison
Adventuring Gear, Poison
As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.
PHB'24adventuring gearpoison100 GP
Ghoul Saliva Paste
Adventuring Gear, Poison (Injury)
This is a pungent and unsavory mash of meat and tissue, pre-chewed by ghouls and soaked in their saliva. Unscrupulous individuals and some darakhul hunters apply it to weapons to incapacitate their targets for a few moments. A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Holding ammunition or a weapon coated in this poison gives you disadvantage on Stealth checks against creatures that have the Keen Smell trait.
ToHadventuring gearpoison100 GP
Potion of Mind Control (beast)
Potion, Rare
When you drink a potion of mind control, 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 produces the effect of a dominate beast spell. 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.
TftYPpotion121 gp
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.
EGWpotion122 gp
Potion of Mind Control (humanoid)
Potion, Rare
When you drink a potion of mind control, 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 produces the effect of a dominate person spell. 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.
TftYPpotion122 gp
Potion of Mind Control
Potion
TftYPpotion125 gp
Potion of Spell Recovery
Potion, Rare
When you drink this potion, you recover expended spell slots of your choice of levels 1-5. The spell slots must have a combined level that is less than or equal to 1d3 + 3.
TGS1'24potion127 gp
Bloodspeed Elixir
Potion, Rare
When you drink this potion, your speed triples for 1 minute, but if you take the Dash action, you take 2d6 poison damage as your body is pushed beyond its normal limits. The murky, crimson liquid smells of ozone and has a thick, sludge-like consistency.
ToHpotion131 gp
Gorgon Potion
Potion, Rare
This potion contains trace amounts of gorgon blood. When you drink this potion, you're immune to being petrified for 1d4 hours. If you're already petrified, another creature can apply the potion to you and suspend the effect for 1d4 hours instead. In either case, for the duration of the potion's effects, your skin hardens into flexible metal plates; your AC can't be lower than 18. While under the effects of the potion, you can use an action to exhale a plume of green vapor from you in a 15-foot cone. When you do, the potion's effects on you end, and both you and any other creature within the area of the vapor must make a DC 13 Constitution saving throw. On a failed save, a creature begins to turn to stone and is restrained. The restrained creature must make another DC13 Constitution saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified for 1 minute.
TGS3potion139 gp
Potion of Invulnerability
Potion, Rare
For 1 minute after you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron. Resistance to acid,bludgeoning,cold,fire,force,lightning,necrotic,piercing,poison,psychic,radiant,slashing,thunder damage for 1 hour.
DMG'24potion140 gp
Djinn and Tonic (Rare)
Potion, Rare
The following djinn and tonic is a rare variant with additional properties. It also tastes better. When you drink this potion, you gain the effect of the gaseous form spell for 10 minutes (no concentration required) or until you end it early using an action. When the effect ends, your form rematerializes in a rush of air, forcing all Large and smaller creatures within 30 feet of you to make a DC 15 Strength saving throw. On a failed save, a creature is pushed 10 feet away from you and knocked prone.
TGS2potion143 gp
Oil of Etherealness
Potion, Rare
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 Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
DMG'24potion148 gp
Assassin's Blood
Adventuring Gear, Poison (Ingested)
A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.
DMG'24adventuring gearpoison150 GP
Truth Serum
Adventuring Gear, Poison (Ingested)
A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie.
DMG'24adventuring gearpoison150 GP
Yellow Death
Adventuring Gear, Poison (Ingested)
A creature subjected to Yellow Death makes a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) Poison damage and has the Poisoned condition for 1 minute. On a successful save, the creature takes half as much damage only.
FRAiFadventuring gearpoison150 GP
Carrion Crawler Mucus
Adventuring Gear, Poison (Contact)
A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
DMG'24adventuring gearpoison200 GP
Deathdance
Adventuring Gear, Poison (Injury)
A creature subjected to Deathdance must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. Humanoids automatically succeed on this save. The creature also has the Incapacitated condition while Poisoned in this way, as it thrashes uncontrollably.
FRAiFadventuring gearpoison200 GP
Lolth's Sting
Adventuring Gear, Poison (Injury)
A creature subjected to Lolth's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
DMG'24adventuring gearpoison200 GP
Serpent Venom
Adventuring Gear, Poison (Injury)
A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one.
DMG'24adventuring gearpoison200 GP
Dark Dream
Adventuring Gear, Poison (Inhaled)
Dark dream is a gas created by distilling a rare, subterranean fungus with necrotic energy. Created and favored by the derro, the resulting mixture causes unconsciousness when inhaled by creatures other than derro. As an action, you can unseal or throw the glass bottle up to 20 feet, shattering it on impact. In either case, each breathing creature within 10 feet of the unsealed or shattered bottle is subjected to this poison and must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is unconscious. It can repeat the saving throw at the end of each minute, ending the effect on itself on a success. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
ToHadventuring gearpoison250 GP
Malice
Adventuring Gear, Poison (Inhaled)
A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way.
DMG'24adventuring gearpoison250 GP
Pale Tincture
Adventuring Gear, Poison (Ingested)
A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
DMG'24adventuring gearpoison250 GP
Eyescratch
Adventuring Gear, Poison (Contact)
A creature that comes into contact with this poison must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour and blinded while poisoned in this way. A lesser restoration spell or similar magic ends the effect.
WDHadventuring gearpoison287 gp
Essence of Ether
Adventuring Gear, Poison (Inhaled)
A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
DMG'24adventuring gearpoison300 GP
Prespra
Adventuring Gear, Poison (Ingested)
A creature subjected to Prespra must succeed on a DC 11 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The creature also has the Blinded condition while Poisoned in this way. The creature repeats the save at the start of each of its turns, taking 3 (1d6) Poison damage on a failed save. On a successful save, the effect ends for the creature.
FRAiFadventuring gearpoison300 GP
Ivana's Whisper
Adventuring Gear, Poison (Inhaled)
This poison bears a distinct scent and chemical message from Ivana Boritsi. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or experience the effects of a dream spell created by Ivana the next time they sleep. This poison is nonmagical, and Ivana doesn't directly communicate with those affected during the dream. Rather, she creates the illusion of speaking with her intended target by alchemically crafting her message, predicting her target's reactions, and chemically encoding in her responses. She wears this poison as a perfume or hides it within gift bouquets, allowing it to convey her message later.
VRGRadventuring gearpoison341 gp
Bee Venom
Adventuring Gear, Poison (Injury)
This poison must be harvested from living giant bees. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and 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.
ToHadventuring gearpoison350 GP
Upas Sap
Adventuring Gear, Poison (Contact)
This rare poison is harvested from vines found in deep jungles. 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 suffocating and unable to breathe, speak, or cast spells with verbal components as its throat swells. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
ToHadventuring gearpoison350 GP
Monkshood Resin
Adventuring Gear, Poison (Injury)
This poison is a thick syrup extracted from the petals of monkshood flowers. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 14 (4d6) poison damage. If the saving throw fails by 5 or more, the creature also loses the use of a single limb for 1 minute. The GM determines which limb and the effect of its temporary loss. The creature can repeat the saving throw at the end of each of its turns, regaining the use of its limb on a success.
ToHadventuring gearpoison400 GP
Oil of Taggit
Adventuring Gear, Poison (Contact)
A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.
DMG'24adventuring gearpoison400 GP
Biza's Breath
Adventuring Gear, Poison (Inhaled)
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
JttRCadventuring gearpoison473 gp
Burnt Othur Fumes
Adventuring Gear, Poison (Inhaled)
A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.
DMG'24adventuring gearpoison500 GP
Maddening Blindness
Adventuring Gear, Poison (Contact or Injury)
This poisonous paste is a mixture of the crushed spores of bioluminescent fungi. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be blinded for 1d4 hours. The poison lingers in the creature's body even after the blindness fades, causing the creature to have nightmares the next time it rests. The creature must repeat the saving throw when it finishes its next long rest. On a failed save, the creature gains only the benefits of a short rest instead.
ToHadventuring gearpoison500 GP
Orostead Iced Tea (Very Rare)
Potion, Very Rare
The following Orostead iced tea is a very rare variant with additional properties. It also tastes better. When made, a tea has enough for 6 + 1d4 sips before it's used up, instead of a single use. You can take a sip as an action. When you take a sip of this potion, roll a d8 and consult the table below instead to determine which one of the following benefits you gain. Once you've gained a benefit from the table, you can't gain that same benefit again until you finish a long rest. d8|Very Rare Effect 1|For 1 hour, you gain a +2 bonus to Strength ability checks and saving throws, as well as attack and damage rolls for weapons that use Strength. 2|For 1 hour, you gain a +2 bonus to Dexterity ability checks and saving throws, as well as attack and damage rolls for weapons that use Dexterity. 3|You gain 2d10 + 20 temporary hit points. 4|For 1 hour, you gain a +2 bonus to Intelligence ability checks and saving throws. If Intelligence is your spellcasting ability, you also gain a +2 bonus to your spell attack rolls and spell save DC for the duration. 5|For 1 hour, you gain a +2 bonus to Wisdom ability checks and saving throws. If Wisdom is your spellcasting ability, you also gain a +2 bonus to your spell attack rolls and spell save DC for the duration. 6|For 1 hour, you gain a +2 bonus to Charisma ability checks and saving throws. If Charisma is your spellcasting ability, you also gain a +2 bonus to your spell attack rolls and spell save DC for the duration. 7|Choose a benefit from the table, even if you've already gained it since you finished your last long rest. 8|You recover expended spells slots with a combined level that is equal to or less than 8, and none of the slots can be 6th level or higher. If you don't have any expended spell slots, you can use an action to cast the fireball spell once within the next 8 hours, casting the spell at 6th level and using a spell save DC of 16 when you do.
TGS2potion504 gp
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) 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.
DMG'24potion531 gp
Bottled Abyss
Potion, Very Rare
This small vial has a single dose of a fuming, pitch-black poison inside it. When a creature consumes the poison, it takes 4d6 Psychic damage and must make a DC 18 Constitution saving throw. On a failed save, the creature has the Blinded condition and becomes unable to benefit from a Long Rest. While the affected creature sleeps, its dreams are plagued with terrible nightmares. The creature repeats the save every 24 hours. The poison lasts until the creature succeeds on a save against it or is cured by the Greater Restoration, Heal, or Wish spell.
TGS1'24potion532 gp
Karaskara Powder
Adventuring Gear, Poison (Inhaled)
Seeds of the snake branch tree can be ground into a silvery powder that causes great pain and severe muscle convulsions when inhaled. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage and become incapacitated for 1 minute. An incapacitated creature takes 3 (1d6) poison damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself after three successful saves.
ToHadventuring gearpoison600 GP
Torpor
Adventuring Gear, Poison (Ingested)
A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's Speed is halved while the creature is Poisoned in this way.
DMG'24adventuring gearpoison600 GP
Wyrmblood Venom
Poison (Injury)
Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic.
ToBpoison692 gp
Storm Draught
Potion, Very Rare
The potion within this bottle looks stormy and violent. Uncorking the potion calms the storm and returns it to a clear vial of rain water. When you drink this potion, you gain the effects of one of the following storms (your choice). The potion's effects last for 1 hour. Firestorm | For the duration, you have resistance to fire damage, and you can use a bonus action on each of your turns to radiate searing heat. When you do, each other creature within 15 feet of you must make a DC 16 Constitution saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Ice Storm | For the duration, you have resistance to cold damage, and you can use a bonus action on each of your turns to cover the area around you in a 15-foot radius with ice. The area is difficult terrain for all creatures other than you. When you create the effect, each other creature within the area must succeed on a DC 16 Constitution saving throw or take 1d8 cold damage. A creature that starts its turn on the ice or steps on it for the first time on its turn must succeed on a DC 16 Dexterity saving throw or fall prone. The ice remains for the potion's duration or until you use this effect again. Thunderstorm | For the duration, you have resistance to lightning and thunder damage, and you can use a bonus action on each of your turns to emit your choice of a blast of lightning or thunder. If you release lightning, one creature of your choice that you can see within 15 feet of you must make a DC 16 Dexterity saving throw; if the creature is made of metal or is wearing metal armor, the save is made with disadvantage. On a failed save, it takes 2d8 lightning damage and can't take reactions until the end of your next turn. If you release thunder, each other creature within 15 feet of you that can hear you must make a DC 16 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is deafened until the end of your next turn. On a successful save, a creature takes half as much thunder damage and isn't deafened. Windstorm | For the duration, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you can use a bonus action on each of your turns to release a ferocious gust of wind. When you do, each other creature within 15 feet of you must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from you.
TGS4potion704 gp
Bloody Marilith (Very Rare)
Potion, Very Rare
The following bloody marilith is a very rare variant with more powerful properties. It uses blood from a fiendish marilith, instead of a magical substitute, and pleasantly burns your tongue when drinking it. It also tastes better. When you drink this potion, you can take one reaction on every turn in a combat for 1 minute. Unlike its common variant, this potion's effect does not end when you use an additional reaction. Drinking additional bloody mariliths before you finish a long rest leaves your body feeling worn. When the potion's effect ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.
TGS2potion786 gp
Stillbreath Extract
Adventuring Gear, Poison
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1d4 + 2 hours. While poisoned in this way, a creature can have no fewer than 3 levels of exhaustion. After 1 minute of being poisoned in this way, the creature falls unconscious and appears dead to a casual observer. A creature that fails the saving throw by 5 or more stops breathing after 1 minute. A creature can't benefit from a rest while poisoned in this way. After this poisoned condition ends for a creature, it loses the three levels of exhaustion gained after 1 minute.
WotKadventuring gearpoison827 gp
Potion of Supreme Healing
Potion, Very Rare
You regain 10d4 + 20 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
DMG'24potion904 gp
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.
EGWpotion944 gp
Shadowmaker
Adventuring Gear, Poison (Injury)
This thin, black oil is extracted from plants killed by necrotic damage or other supernatural blight. A creature subjected to this poison must succeed on a DC 19 Constitution saving throw or be poisoned for 8 hours. While poisoned in this way, the creature's Strength score is reduced by 1d3 at the end of each hour. It then can repeat the saving throw, ending the poisoned effect on itself on a success. The creature dies if this reduces its Strength to 0, and a humanoid that dies from this poison rises 1d4 hours later as a shadow. Otherwise, the reduction lasts until the creature finishes a long rest after it is no longer poisoned.
ToHadventuring gearpoison1,000 GP
Ulcrun
Adventuring Gear, Poison (Injury)
A creature subjected to Ulcrun must succeed on a DC 15 Constitution saving throw or take 21 (6d6) Poison damage and gain 1 Exhaustion level.
FRAiFadventuring gearpoison1,000 GP
Potion of Greater Invisibility
Potion, Very Rare
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.
DMG'24potion1011 gp
Vampiric Draught
Potion, Very Rare
This vial of vampire's blood has been alchemically treated to act as a temporary bodily enhancement. For 1 hour after drinking this potion, you gain the following effects: You regain 2d10 hit points at the start of each of your turns, provided you have at least 1 hit point remaining. If you start your turn in sunlight or running water, you instead take 2d10 radiant damage, regardless of your total hit points. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free, and you have a climbing speed equal to your walking speed. You can use a bonus action to cast the misty step spell, without expending a spell slot. You can use this property up to three times over the course of the potion's duration. You violently retch out the now-nonmagical blood at the end of the potion's duration, at which point you must also make a DC 20 Constitution saving throw. On a failed save, you suffer one level of exhaustion, and for the next 24 hours, you are also considered an undead creature for the purpose of any effect that requires you to be undead to target or affect you with it, such as a protection from evil and good spell.
TGS4potion1171 gp
Wyvern Poison
Adventuring Gear, Poison (Injury)
A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.
DMG'24adventuring gearpoison1,200 GP
Magebane Poison
Adventuring Gear, Poison, Very Rare
This dark, bubbling poison is made from a rakshasa's magic-immune blood and tastes sweet and syrupy, despite its gruesome appearance. Each bottle contains one dose of the poison. A creature that ingests this poison must make a DC 19 Constitution saving throw. On a failed save, a creature takes 4d6 poison damage and is poisoned for 1 hour. If the poisoned creature is a spellcaster, it takes an additional 4d6 psychic damage and can't cast cantrips until this poison ends. In addition, a poisoned spellcaster can only cast spells of 1st level or higher by using a spell slot at least 4 levels higher than the desired slot level, without the added benefits of using the higher spell slot level. For example, a poisoned spellcaster can cast the 2nd-level version of magic missile using a 6th-level spell slot. On a successful save, a creature takes half as much poison and psychic damage and isn't poisoned.
TGS2adventuring gearpoison1,386 gp
Potion of Flying
Potion, Very Rare
When you drink this potion, you gain a Fly Speed equal to your 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.
DMG'24potion1422 gp
Potion of Vitality
Potion, Very Rare
When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
DMG'24potion1437 gp
Potion of Mind Control (monster)
Potion, Very Rare
When you drink a potion of mind control, 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 produces the effect of a dominate monster spell. 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.
TftYPpotion1495 gp
Midnight Tears
Adventuring Gear, Poison (Ingested)
A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.
DMG'24adventuring gearpoison1,500 GP
Sweet Vengeance
Adventuring Gear, Poison (Ingested)
This sweet poison is distilled over a long time and requires a great deal of the venom produced by worker bees. It is indistinguishable from honey in taste. A creature that ingests this poison must make a DC 17 Constitution saving throw. If the saving throw fails by 5 or more, the creature crystalizes and is instantly petrified. Otherwise, a creature that fails the save begins to turn to crystalized honey and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
ToHadventuring gearpoison1,500 GP
Oil of Sharpness
Potion, Very Rare
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 +3 Weapon or the coated ammunition into +3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.
DMG'24potion1621 gp
Potion of Dragon's Breath (Very Rare)
Potion, Very Rare
Drinking this potion grants you a brief surge of draconic power. Once within the next minute, you can replace one of your attacks when you take the Attack action with an exhalation of magical energy, which has the same effects as the Dragonborn's Breath Weapon trait. The damage type for the exhalation is randomly determined from the Draconic Ancestors table in the Dragonborn species description when this potion is created. The amount of damage the exhalation deals and its save DC are determined by the potion's rarity, as shown in the table below. Rarity|Damage|Save DC Uncommon|2d10|13 Rare|3d10|15 Very Rare|4d10|16 When crafting a Potion of Dragon's Breath, you can use the harvested stomach and gizzard of a fallen dragon in place of the raw materials normally needed to craft a magic item. If you do, the exhalation's damage type is determined by the kind of dragon the materials were sourced from, and the potion's rarity is determined by the dragon's age category: Uncommon (young dragon), Rare (adult dragon), or Very Rare (ancient dragon). Once you start crafting a Potion of Dragon's Breath in this way, if you don't spend at least 2 hours working to craft it on a given day before finishing it, roll 1d20. On a 1, the harvested materials are destroyed, and the potion spoils.
TGS1'24potion1650 gp
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 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.
DMG'24potion1740 gp
Tanuki-zake (very rare)
Potion, Very Rare
<i>Component: Humanoid (tanukin) liver</i> Among other mischief, tanuki enjoy brewing magical sake, which they trick Humanoids into imbibing, delighting in the drunken antics that unfold. However, they try to ensure their pranks are not overly harmful—the effects of the sake wear out quickly and, should the drinker stumble into a scuffle, they will find themselves strangely empowered by the brew. Drunken Master | When you use your action to drink this sake, you become poisoned for <b>10 minutes</b>. If you have immunity to the poisoned condition, you can choose to be poisoned by the sake regardless. While poisoned in this way, you gain the following benefits: You don't have <b>disadvantage</b> on melee attack rolls or ability checks that use Strength or Dexterity as a result of the poisoned condition You gain a <b>+1 bonus</b> to AC. You can spend <b>5 feet</b> of your movement to stand up from being prone, instead of half your speed. You gain <b>advantage</b> on each a <i>Melee Attack:</i> roll that you make immediately after you stand up from being prone. If the attack is an unarmed strike, it deals an extra 1d6 damage on a hit.
RGttYRpotion1744 gp
Gu
Adventuring Gear, Poison (Ingested)
Gu poison is distilled from the combined venom of specific vipers, centipedes, scorpions, toads, and spiders. When properly concocted, this vile brew surprisingly has no taste or odor. A creature that ingests gu poison suffers no effect for 1d4 days. Any effect that can end the poisoned condition can remove this poison from the creature's body. If the poison is still present when that time expires, the creature's organs swell and burst. It must make a DC 19 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one.
ToHadventuring gearpoison1,800 GP
Potion of Infinite Possibilities
Potion, Very Rare
This deep purple potion swirls with glittering flashes of red, green, and blue and smells faintly of ozone. For 1 hour after drinking this potion, you gain the following benefits: You have blindsight out to a range of 60 feet. When you roll a 1 on an ability check, saving throw, or attack roll, you can reroll the die and must use the new roll. You can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. When the duration ends, you are stunned until the end of your next turn as your mind reels from the loss of the mind-altering effects.
ToHpotion1819 gp
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.
DMG'24potion1860 gp
Rejuvenating Draft (Very Rare)
Potion, Very Rare
When you drink this potion, you regain 1d6 + 4 spent Hit Dice.
TGS2potion1901 gp
Oozo (Very Rare)
Potion, Very Rare
The typical oozo, an uncommon potion, is a specialty alcoholic beverage that causes you to become slightly gelatinous and translucent. For 1 hour after drinking this potion, creatures that make a Wisdom (Perception) check to search for you while you're hiding must roll a d4 and subtract the number rolled from the check. If you haven't moved since the start of your last turn, they must roll a d6 instead. The drink is gelatinous and is more accurately slurped than drunk. Despite its questionable texture, it tastes light and refreshing, with a hint of licorice and orange. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. The following oozo is a very rare variant with additional properties. It also tastes better. For 1 hour after drinking this potion, whenever you remain perfectly still for 1 minute, you and anything you wear or carry becomes invisible until you move. In addition, if a creature within 5 feet of you hits you with a melee attack, it immediately takes 1d4 acid damage.
TGS4potion1947 gp
Gunnspier (very rare)
Potion, Very Rare
"Stab, bang, hope." If consulted, these are the instructions any kobold will give on using a gunnspier. With a lengthy reload time and complete lack of accuracy, this matchlock-augmented polearm is usable at only one range: point blank. It also comes with a lovely ribbon and a neat basket to hold all your spare shot. Cute. You gain a +2 bonus to attack and damage rolls made with this magic weapon. <b>Point Blank Shot.</b> When you hit a target with an attack using a loaded gunnspier, you can use a bonus action to pull the trigger, firing a plum-sized leaden ball at the target. The attack deals an additional 3d8 bludgeoning damage. As an action, you can reload the gunnspier. <b>Chomp.</b> The pneumatic-powered dragon's maw can run along the length of the gun's barrel before biting into a target skewered by its point. When you hit a target with an attack using the gunnspier, you can use a bonus action to deal an additional 1d10 piercing damage to it as part of the attack.
HGtMHpotion1968 gp
Purple Worm Poison
Adventuring Gear, Poison (Injury)
A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.
DMG'24adventuring gearpoison2,000 GP
Celestial Ambrosia
Potion, Legendary
Drinking this potion fills you with a heavenly feeling of moral clarity, which lasts for the next 24 hours or until you do something that can be characterized as evil (at the GM's discretion). For the duration, you gain the following benefits: You emit a warm, soft glow, which sheds dim light in a 10-foot radius from you. The light is sunlight. You can use an action to cast the detect evil and good spell for the duration. Your weapon attacks deal an extra 1d10 radiant damage to any target you hit with them. If the target is undead, this extra damage is doubled. You also gain this benefit whenever you cast a spell that deals radiant damage. You gain a +3 bonus to any saving throw you make. You have advantage on any Charisma (Persuasion) check you make. You have resistance to radiant damage. You gain a flying speed of 40 feet. When you fly, your warm glow extends from your back to form a pair of angelic wings. You can't be charmed or frightened. If you're already charmed or frightened, the effect ends on you when you drink the potion. Resistance to radiant damage for 1 hour.
TGS4potionPriceless
Coldfire Phoenix Draft
Potion, Legendary
This frigid potion is made from Everglacier ice that's been boiled by the flames of a phoenix. A single, downy phoenix feather rests inside the bottle, which has turned blue from the potion's magic. When you drink this potion using an action, you gain resistance to cold damage until you die. When you die, you are immediately returned to life with 1 hit point and 100 temporary hit points. While you have these temporary hit points, you are immune to cold damage, your speed is halved, and you have disadvantage on ability checks. Resistance to cold damage for 1 hour.
TGS3potionPriceless
Potion of Dragon's Majesty
Potion, Legendary
This potion looks like liquid gold, with a single scale from a chromatic, gem, or metallic dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can't use a dragon's Change Shape or its legendary or lair actions.
FTDpotionPriceless
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.
SKTpotionPriceless
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.
DMG'24potionPriceless
Rejuvenating Draft (Legendary)
Potion, Legendary
When you drink this potion, you regain all spent Hit Dice. When you drink the legendary variant of a rejuvenating draft, your age is reduced by 1d4 years (to a minimum of 1 year old).
TGS2potionPriceless
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