Potions in Aloran | World Anvil
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Potions

Potion of Healing

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.(2d4 + 2)

  Potion of Healing, Greater

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.(4d4 + 4)

  Potion of Healing, Superior

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.(8d4 + 8)

  Potion of Healing, Supreme - Very Rare

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.(10d4 + 20)

  Healing, Empowered - Very Rare

Different shades of light to dark red dance and swirl in the glass. Drinking the Empowered Potion of Healing restores 4d6+2 hit points. Somewhat rarer than its standardized cousin, these potions see some flair to indicate their upper scale: intricate, blown-glass vials, carved wax seals, or red, marzipan hearts floating inside. If the user takes a full round to slowly drink the potion instead of guzzling it down, the healing effect is more efficient, and the healing is rolled with advantage.

  Healing, Perfect - Legendary

The gold standard of healing potions, the Perfect Potion of Healing restores the drinker to their full, maximum hit points and hit dice. The wine-red liquid is shot through with small flecks of pearl and gold while its crystal decanter is protected by a specially fitted purple heart- wood case lined with velvet. If the drinker of the potion spends a full round carefully imbibing it, the user can take advantage of the healing magic to over heal themselves and gain one quarter of their maximum hit points as temporary hit points, rounded down. These temporary hit points fade after one hour.

  Potion of Diminution

This wax-capped thimble holds just one drop of golden wax. Smearing the Potion of Diminution on your ears and nose almost instantly shrinks you down four size categories. A quick dab on your equipment shrinks it along with you, up to your normal carrying capacity. The size change lasts for one hour or until death, then you will grow by one size category each round up to your normal size. The effect can be undone earlier by rubbing off the wax and then breathing in deeply. Creatures in areas too small to fit them take 1d6 damage each round for each size category they are too large, but the material or container enclosing them takes twice that much damage.

  Potion of Resting

A greenish-yellow potion. It is slightly fizzy with a bitter taste. When consumed the user can treat it as if they took a short rest.

  Potion of Resting, Greater

When consumed the user can treat it as if they took a long rest

  Potion of Shadow Form - Rare

This liquid is grayish in color with black flecks. When you drink this potion, your body is subsumed by your shadow. In light you appear as an unattached shadow and in darkness you vanish completely unless viewed with the truesight spell or similar magic. You can move your normal speed on any solid or liquid surface, such as walls, ceilings, lakes, or even up the face of a waterfall. However you cannot fit inside or through a space smaller than your normal size. You have resistance to all damage except psychic damage. You cannot cast spells, use spell-like abilities, harm anyone physically, or manipulate objects. The effect lasts for 1 hour and can be ended as a bonus action.

  Philter of Falsetto - Common

After drinking this potion, you can only speak in an annoying, high pitched, wavering voice. This lasts for four hours. Any Performance checks made in this time that involve your voice in any way are done at disadvantage.

  Potion of Fire Breathing - Uncommon

After drinking this potion, fire spurts wildly from your mouth. For one hour, every breath out of your mouth is on fire whether you want it to be or not. Anyone standing within 5 feet in front of you must succeed on a DC 10 Dexterity saving throw or take 1d4 fire damage

  Oil of Brittleness - Very Rare

By pouring this oil out over any kind of metal object, no matter how hard, you can cause it to become as fragile as glass. This change is permanent. You can affect up to 500 pounds of metal with the oil. Once the metal has been affected by the oil, it cannot be reversed by anything other than a wish spell. If the targeted object is magical, the oil has no effect.

  Philter of Fertility - Uncommon

After drinking this potion, you become incredibly fertile. The next time you attempt to become pregnant or make someone else pregnant, there is a 95 % chance that you will succeed.

  Potion of Good Luck - Uncommon

After drinking this potion, you are filled with luck and good fortune. You automatically succeed on the next saving throw you make within the next 24 hours.

  Potion of Ill Fortune - Uncommon

After drinking this potion, you are filled with misfortune and ill luck. You automatically fail the next saving throw you make within the next 24 hours

  Potion of Preparedness - Uncommon

After drinking this potion, you are filled with energy. For the next 8 hours, you can’t take any levels of exhaustion from any source.

  Mercurial Oil - Uncommon

This oil can cover one weapon. Applying the oil takes 1 minute. For 1 hour, when you make an attack with this weapon and you hit, compare the attack roll with your damage roll, including any modifiers for each. If the attack roll is a multiple of the damage roll you can immediately roll an extra attack on the same creature with the same weapon. This extra attack can cause more extra attacks in the same manner. At the DM’s discretion, mercurial oil may not be compatible with some magical weapons. This should be apparent early in the coating process so that the oil isn’t wasted. The oil is silvery, like liquid mercury, but is as viscous as honey. Weapons coated with it take on the silvery sheen.

  Potion of Cresting Luck - Very Rare

After you drink this potion, you have advantage on all ability checks, saving throws and attack rolls. In addition, the targets of your spells have disadvantage on their saving throws. The potion’s effect ends if you fail an ability check, saving throw, or attack roll; or if a target of your spell succeeds at its saving throw. A faintly luminous white blob swims through this potion’s dull grey liquid.

  Potion of Exhausting Speed - Uncommon

When you drink this potion, you gain the effect of the haste spell (no concentration is required). The effect persists until you choose to end it or you become unconscious. You can end the effect at the beginning of any of your turns: you don’t need to spend an action to do so, but you will succumb to the lethargy described in the spell description. At the end of every turn while the effect is active you must take a Constitution saving throw. On failure, you suffer one level of exhaustion. The saving throw DC starts at 10 and increases by 2 for each subsequent turn the effect is active. The potion’s orange fluid is streaked with black. It swirls on its own.

  Potion of Vengeance - Uncommon

For 1 hour after drinking this potion you do not become unconscious when you drop to 0 hit points. You must still make death saving throws as normal. The potion’s black fluid seems to contain a cloudy red suspension that never quite settles.

  Amira’s Soothing Ointment - Uncommon

This philter is bright orange and oily. This potion can be applied as an oil or drunk as a potion.   • If imbibed it cures one ailment that has caused a statistic decrease and restores the creature to its maximum hit points.   • If applied as an oil it ends the petrified condition and restores the creature to its maximum hit points if it is alive. If the creature has been dead less than one minute; that creature is restored to one hit point. The oil has no effect on a creature dead longer than one minute.

  Cryptspawn Potion - Very Rare

This viscous green-black liquid smells of decay. Bone fragments hang suspended in the potion. When you drink this potion, you gain resistance to necrotic and poison damage for 1 hour. Additionally, you have advantage on saving throws against disease, poison, and necrotic damage.

  Elixir of Luck - Rare

Elixirs of luck are banned in many cities throughout the multiverse. Their use can turn the tide in games of chance, recreational combat, and sporting events, much to the dismay of bookmakers. This golden potion shines with a dim light. When you drink it, you feel like nothing can stop you. When you drink this potion, you can reroll a failed ability check, attack, or saving throw within the next 10 minutes. You must use the new result.

  Mordenkainen’s Wondrous Stuff - Uncommon

This item looks like a milky, grey potion but once identified, you find it has more in common with a magical oil. When applied to any item or surface, the stuff begins to make repairs as though a mending spell was cast on the item. Each vial contains enough oil for 6 uses. Repairs can take a few seconds up to a few hours depending on the size of the object being repaired. Large items may require more uses and obviously take longer. As a guideline, one use can repair up to 50 pounds of one material in one hour.

  Oil of Lasting Flame - Common

The clear oil in this vial is warm to the touch. When you light a fire using this oil, the fire burns for 8 hours regardless of the available fuel sources. Both normal and magical means of extinguishing the flame work normally.

  Potion Of Thaumaturgy - Uncommon

This potion is thick and rich. Once you quaff this potion, you can cast any spell you have prepared of 3rd level or lower without expending a spell slot. You must have an unused spell slot of the appropriate level and have the components (if any) for the spell. While casting the spell, the components are consumed as usual. The potion’s power lasts 1 hour or until used, whichever comes first.

  Zombie Potion - Rare

When you drink this black, foul-smelling potion, you become a Zombie (MM, p316) for 1d3 days. You retain half your maximum hit points and are able to use simple weapons only. You are unable to cast spells but retain enough sentience to remember simple goals. You cannot be healed with magic while under the effect of this potion. If you are reduced to 0 hit points or are destroyed by an effect, you revert to its original form and begin rolling death saving throws as normal.

  Whaler’s Whisky - Rare

A thick brown liquid with a very intense spiced scent. Allows the drinker to walk on water for 1 hour.

  Molten Armor - Rare

A metal bottle holds a very hot viscous red liquid. Heals the drinker equal to their AC.

  Potion of the Hopeless Romantic - Rare

A vial of black liquid that smells heavily of hops. Whoever drinks this instantly enters a deep sleep that is indistinguishable from death. They wake up after 1d12 hours.

  Oil of Animate Dead - Rare

This viscous black oil carries the scent of rot and the grave, even while stoppered. When you pour this oil upon a pile of bones or a corpse of a Medium or Small humanoid, it causes the remains to rise as an undead creature, as if affected by the animate dead spell. The undead creature created with this oil remains under your control for 24 hours, and can be mentally commanded according to the terms of the spell. You can reassert control over the creature by applying another oil of animate dead to it, or by casting the animate dead spell on it. Each such use of the oil allows you to reassert control over only one undead creature.

  Potion of Charisma - Rare

This red-orange potion is filled with swirling motes of white. For 3 hours after you drink this potion, you have advantage on Charisma checks and Charisma saving throws.

  Oil of Disenchantment - Very Rare

A faint sheen of liquid covers any container holding this iron-gray oil, no matter how tightly it is stoppered. If this oil is applied to a creature that is charmed, frightened, or possessed, that effect ends on the creature. If this oil is applied to a magic item, all that item’s magical properties are suppressed for 4 hours. While under the effect of oil of disenchantment, a magic item radiates no magic and appears to be a mundane item. This oil has no effect on artifacts. Oil of disenchantment can affect magically imbued objects such as magical traps only if the magic is wholly contained within the object, at the DM’s determination. However, applying the oil requires contact with the object, which might trigger certain magical traps.

  Potion of Dragon Control - Legendary

This milk-white potion holds ten tiny flecks of dragon scale in suspension, marking the colors of the five chromatic and five metallic dragons. When you drink this potion, you gain the ability to force your will upon a single true dragon within 60 feet of you. The dragon must succeed on a DC 17 Wisdom saving throw to resist your control, making this save with advantage if you or your companions are fighting it. On a failed save, the dragon is charmed by you for 10 minutes, as if subject to the dominate monster spell. This effect ends if the dragon takes damage, or if it is threatened by you or your companions. (Most dragons interpret any interference with their hoard as a threat.)

  Oil of Elemental Invulnerability - Legendary

This slate-gray liquid radiates a pale glow whose color shifts continuously through shades of red, blue, green, and brown. This oil is applied to a single Medium or smaller creature, which becomes invulnerable to elemental forces for 8 hours. While so protected, the creature gains immunity to acid, cold, fire, and lightning damage. The creature also gains immunity to damage caused by impact with earth, stone, or water, including from falling, being caught in a landslide or an avalanche of snow, being buried beneath a stone building (though not a wooden building) as the result of an earthquake spell, and so on. Additionally, the creature can hold its breath indefinitely when underwater, when buried beneath rock, earth, or snow, and when immersed in lava. All other nondamaging effects of such elemental forces affect the creature as normal. For example, a protected creature in the area of an earthquake spell has a chance to be knocked prone, and the creature is affected by difficult terrain or movement restrictions arising from wind, rock, earth, or water. Likewise, a protected creature caught in a rockslide would take no damage from the slide but might be trapped beneath it. Moreover, when the potion’s magic ends, the creature will begin to suffocate beneath the rockslide if it has not managed to free itself.

  Oil of Fiery Burning - Rare

This oil takes the form of writhing flames within its sealed container, which is always warm to the touch. As an action, you can throw the oil’s container up to 50 feet, shattering it on impact. When the oil of fiery burning is exposed to air, it ignites as an instantaneous pulse of flame in a 20-foot-radius sphere. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much dam- age on a success. The fire spreads around corners, and it ignites flammable objects in the area that aren’t being worn or carried. This oil is always held in a tightly sealed container. A creature that opens the container (an action) takes 1d4 fire damage and must succeed on a DC 13 Dexterity saving throw to safely reseal it. On a failed save, the oil ignites with normal effect — and with the creature at the center of the blast.

  Potion of Giant Control - Legendary

This clear potion is recognized by the oversized vial in which its single dosage must be stored. When you drink this potion, you gain the ability to force your will upon a single giant within 60 feet of you. The giant must succeed on a DC 17 Wisdom saving throw to resist your control, making this save with advantage if you or your companions are fighting it. On a failed save, the giant is charmed by you for 10 minutes, as if subject to the dominate monster spell. This effect ends if the giant takes damage, or if it is threatened by you or your companions.

  Philter of Glibness - Uncommon

Within its vial, this viscous silver fluid swirls constantly of its own volition. For 1 hour after you drink this philter, you have advantage on Charisma (Deception) checks. In addition, you have advantage on saving throws against any magic that would compel you to speak the truth, and against any magic that detects the truth or falsehood of your spoken words. You are allowed a DC 15 saving throw against such effects even if the effect normally does not allow a save.

  Elixir of Hiding - Common

This cloudy gray liquid is shot through with streaks of black. For 1 hour after you drink the elixir, you have advantage on Dexterity (Stealth) checks. While the potion’s magic is in effect, you can use a bonus action to make a single attempt to hide in plain sight, allowing you to take the Hide action even against a creature that can see you clearly. You have advantage on your Dexterity (Stealth) check when you hide in plain sight, after which the potion’s magic ends.

  Potion of Humanoid Control - Rare

This pale brown potion has a starkly bitter scent, though it has no taste when consumed. When you drink the po- tion, you can command obedience from each humanoid creature you can see within 60 feet of you. Each target must succeed on a DC 15 Wisdom saving throw, making this save with advantage if you or your companions are fighting it. On a failed save, a creature is charmed by you for 1 hour. While charmed in this way, a creature re- gards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way.

  Oil of Impact - Very Rare

Iron filings float atop this cobalt-blue liquid. Oil of Impact can coat any bludgeoning weapon. Applying the oil takes 1 minute. When so applied, the coated weapon is magical and has a +3 bonus to attack and damage rolls for 1 hour.

  Potion of Infertility - Common

This clear potion holds twenty-eight tiny white beads suspended within it, all of which dissolve as the potion is consumed. After you drink the potion, you become incapable of siring or conceiving offspring for 1 year. Drinking the potion has no effect on offspring already conceived at the time it is consumed.

  Potion of Intelligence - Rare

This silver-white liquid is filled with swirling motes of gold. For 3 hours after you drink this potion, you have advantage on Intelligence checks and Intelligence sav- ing throws.

  Potion of Levitation - Uncommon

This pale blue potion holds a swirling mass of white motes that constantly rise and fall within it. When you drink the potion, you gain the effect of the levitate spell for 10 minutes (no concentration required) or until you end the effect as a bonus action. You can levitate while holding objects (including another creature) so long as your weight does not exceed 500 pounds.

  Philter of Persuasiveness - Uncommon

This shimmering pink liquid froths and bubbles con- stantly in its container. For 1 hour after you drink this philter, you have advantage on Charisma (Persuasion) checks. While the potion’s magic is in effect, you can use a bonus action to cast the suggestion spell. The target must make a successful DC 13 Wisdom saving throw with disadvantage to resist your suggestion. Regardless of the outcome of the save, the potion’s magic then ends.

  Potion of Plant Control - Uncommon

When its vial is shaken, this deep-green liquid reveals fragments of leaf and stem swirling within it. When you drink this potion, you gain the effect of the speak with plants spell for 10 minutes. Additionally, while the potion’s magic is in effect, you can use a bonus action to attempt to control all plant creatures you can see within 30 feet of you. A plant creature must succeed on a DC 13 Wisdom saving throw or be charmed by you. While charmed in this way, a plant creature is friendly to you and other creatures you designate. A plant creature re- mains charmed for 1 minute or until it takes damage. As long as the potion’s magic remains in effect, you can at- tempt to charm the same plant creatures multiple times.

  Potion of Polymorph Self - Rare

This potion is a nondescript clear liquid, but the con- tainer it is held in constantly changes its shape and form in subtle ways. When you drink this potion, you cast the polymorph spell on yourself, changing your form for 1 hour (no concentration required).

  Potion of Rainbow Hues - Uncommon

This syrupy potion changes its color each time you look at it. For 1 hour after you drink the potion, you gain the ability to alter the color and hue of your skin, hair, eyes, and other physical features as a bonus action. You can alter your coloring in any way you desire, choosing to affect the colors of multiple features or specific ones (for example, changing only your hair or eye color). Those features can take on single hues or patterns of color as you determine. At the DM’s discretion, you have advantage on any Charisma check that can take advantage of your change in hue — for example, if you are in disguise as a drow or a goblin, or if you attempt to convince a group of enemies that you are suffering from a contagious magi- cal plague.

  Elixir of Sneaking - Common

Sloshing or shaking this pale green liquid in its vial produces no sound. For 1 hour after you drink the elixir, you have advantage on any Dexterity (Stealth) check if you move half your speed or more on the same turn.

  Potion of Superheroism - Very Rare

This purple potion froths and bubbles, sending out wisps of steam that surround its sealed container. When you drink the potion, you gain 20 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required), any weapon you wield becomes a magic weapon if it is not one already, and any weapon you wield gains a +1 bonus to attack rolls and damage rolls.

  Oil of Sweet Water - Uncommon

When light hits it, this yellow oil shimmers with all the colors of the rainbow. Oil of sweet water can be poured into any nonmagical liquid to remove impurities, poisons, contagions, and other contaminants, instanta- neously transforming it into pure, clean water. A single dose of this oil will purify a volume of contaminated liquid 10 feet on a side (approximately 7,500 gallons). Any liquid or slurry containing more water than other materials (including watery mud, acid, and water suf- fused with other liquids) is converted to water by the application of this oil.

  Elixir of Swimming - Common

This deep blue liquid appears to have a small fish swim- ming within it, which vanishes whenever the potion’s stopper is removed. For 1 hour after you drink this elixir, you have advantage on Strength (Athletics) checks made to swim. While the potion’s magic is in effect, you can use a bonus action to gain a swimming speed equal to your walking speed for 1 minute. After that time, the potion’s magic ends.

  Potion of Treasure Finding - Uncommon

This pale green potion reveals glittering motes of gold dust and diamond dust when shaken. When you drink the potion, you gain the ability to detect the location of the closest cache of coins, gems, jewelry, or art ob- jects whose value is in excess of 100 gp, and which lies within 1,000 feet of you. This ability lasts for 10 min- utes, granting you an unerring sense of the direction to the treasure, though not its distance. If the treasure is hidden, you gain no insight into how to reveal it, nor do you gain assistance at overcoming any traps or hazards that might protect it. The power of the potion does not locate common met- als (such as iron or brass), and it does not locate magical treasures unless those treasures are made of valuable metal or contain gems. It does not locate ore, even of valuable metals such as silver and gold. The power of the potion can penetrate 1 foot of stone, 1 inch of com- mon metal, or up to 3 feet of wood or dirt. Thicker sub- stances block that power, as does a thin sheet of lead.

  Potion of Undead Control - Uncommon

This sluggish black liquid clings to its vial, which ap- pears always to be covered in a shadowy film. When you drink this potion, you choose one undead creature that you can see within 60 feet of you. An intelligent un- dead creature must make a successful DC 13 Charisma saving throw to negate the power of the potion. If the creature is an unintelligent undead, it automatically fails the save. On a failed saving throw, the undead becomes friendly to you and obeys your commands for 1 hour, or until you or your companions do anything harmful to it.

  Potion of Ventriloquism - Uncommon

When you tap the container holding this bright blue potion, the sound of doing so appears to come from somewhere behind you. For 1 hour after you drink the potion, you can make your voice sound as if it comes from any other location you can see within 60 feet of you. Any sound you can normally make can be redirected with the power of the potion, including feigning another crea- ture’s voice or attempting to mimic mundane sounds (dripping water, a rising wind, the call of an animal, and so forth). The DM determines whether your redirection and attempts at mimicry require ability checks or a con- test to be believed.

  Elixir of Vision - Uncommon

This elixir is a clear liquid that glows brightly whenever any light is shone upon it. For 1 hour after you drink the elixir, you have advantage on Wisdom (Perception) checks that rely on sight. While the potion’s magic is in effect, you can use a bonus action to automatically suc- ceed on one Wisdom (Perception) check that relies on sight, after which the potion’s magic ends.

  Potion of Wisdom - Rare

This blue-green potion is filled with swirling motes of silver. For 3 hours after you drink the potion, you have advantage on Wisdom checks and Wisdom saving throws.

  Potion of the Chameleon - uncommon

When you drink this potion, your skin, clothes, and armor shift and change color to blend in with the background. You gain advantage on stealth checks for one hour after which the effects of this potion fade.

  Potion of the Ghost - Very Rare

When you drink this potion, you become a ghost as if by the ​polymorph​ spell (no concentration required). This lasts for 1 hour or until you take 1 minute to revert back in form.

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