Potion Grenades
This assumes that all potions are made in special bottles designed to shatter on impact, hence the gold requirement for creation. The jar does not do additional damage. It is just the effect of the potion within.
Mechanics
All potions are thrown with a range of 20/60. Attacks are made with your dexterity. If you are proficient in ranged or improvised weapons, you may add your proficiency bonus.
On a miss, roll a D8 to see how far off your aim was to determine where the potion lands. The DM should decide which direction is 1. This may mean your area of effect is shifted or your potion hits a different target.
If an attack roll is a natural 1, you accidentally drop the potion and it explodes on you.
Alchemical Potion Grenades
Common (DC 8)
Common potion grenades require listed ingredients and 2 gold. They take 6 hours to craft. The ingredients are used when the item is created.Alchemist Fire
Ingredients: a mote of magically created fire, flask of oilThis sticky fluid ignites when exposed to air. There is enough in the bottle to hit one creature. The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Acid
Ingredients: acid. Suggested sources include grey ooze residue, the contents of a large (or larger) creature's stomachThe contents of this bottle are enough to hit one character. On a hit, the target is dealt 2d6 acid damage.
Bowel Releaser
Ingredients: some sort of manure, clean waterThe contents of this bottle are enough to hit one character. On a hit, the target is forced to use their reaction to defecate themselves. They must make a DC 15 constitution save or take 2d4 psychic damage.
Burn Remedy
Ingredients: waterWhen this bottle shatters, it sprays water in a 10 foot radius, quenching any fires in the area.
If holy water is used as the base ingredient, the potion also heals 1d4 to each character hit.
Healing Mist
Ingredients: Red Mushroom, rosemary, lavenderCharacters hit with this effect are enveloped in a red mist with a 5 foot radius. All creatures in the area of effect heal 2d4+2 hit points.
Insect Repellant
Ingredients: Rosemary, citronella leaves, flask of oilWhen thrown, this bottle shatters and sprays all characters within a 15 foot radius with a earthy scented oil. It repels insects of non-magical varieties for the next 24 hours. It is waterproof and does not wash off, even in prolonged rain.
Nausea Bomb
Ingredients: a flask of vomit, bat guanoThis bottle explodes on impact, spraying all characters in a 5 foot radius with a goopy, viscous liquid. The smell is so noxious that they must make a DC 13 Constitution save or become poisoned for 1 minute. Characters can remake the save at the end of each of their turn. They can also spend a turn to remove the sloop from themselves.
Smoke Bomb
Ingredients: Firelily Blossoms, dried frost lichen, flask of oilA smoke bomb shatters and creates a 10 foot radius cloud of smoke. All creatures within the smoke make attacks at disadvantage. The smoke can be dissipated by wind or another natural effect or it dissipates after 1 minute.
Uncommon (DC 12)
Uncommon potion grenades require listed ingredients and 5 gold. They take 12 hours to craft. The ingredients are used when the item is created.Calm
Ingredients: Nightshade or GillyweedThere is enough in this potion to hit one character. They must make a DC 12 Charisma saving throw or receive the effects of the Calm Emotions Spell for 1 minute. Either:
- You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
- Make the target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again.
Greater Healing Mist
Ingredients: 2 Red Mushrooms, rosemary, lavenderCharacters hit with this effect are enveloped in a red mist with a 10 foot radius. All creatures in the area of effect heal 4d4+4 hit points.
Resistance
Ingredients: All potions require holy water and the following:- Acid: Sourgrass (Prime Material Plane) or Grey Ooze Residue
- Cold: Frost Lichen or Frost Berries
- Fire: Firelily Blossoms
- Force: Quipper Scales
- Lightning: A piece of lightning struck metal
- Necrotic: Nightshade
- Poison: Black Mushroom or Blight Spores
- Psychic: Mandrake Root
- Radiant: Morning Dew
- Thunder: Wolfsbane
When ingested, this potion gives the user resistance to the appropriate type of damage for one hour.
If thrown, the potion has enough for one user to receive resistance to the relevant damage for 1 minute.
Splash Zone of Truth
Ingredients: a flask of holy water, a piece of copper, and a 2nd level casting of Zone of TruthCreatures within a 10 foot radius of the landing point of the potion are sprayed with an exlier that mimics the spell Zone of Truth. Affected creatures must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. If present, the creator of the potion knows whether each creature succeeds or fails on its saving throw. The effect lasts 5 minutes.
An affected creature is aware of the spell 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.
Rare (DC 15)
Rare potion grenades require listed ingredients and 15 gold. They take 24 hours to craft. The ingredients are used when the item is created.Elixir of Power
Ingredients: A dash of Pixie Dust, A flask of red wineGold liquid splatters on characters in a 5 foot radius. Any character in the radius are cured of any disease and removes blinded, deafened, paralyzed, and poisoned conditions.
Invisibility
Ingredients: an eyelash encased in gum arabic, flask of oilA creature hit by this potion becomes invisible for 10 minutes. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends when the target that attacks or casts a spell.
This effect cannot be magically dispelled.
Potion of Giant Strength
Ingredients: fingernail sliver of the relevant giant type, holy wateringredients can be used for potions frost, stone, or fire giant strength.
This potion changes the recipients strength score.
- Frost: Strength of 23
- Stone: Strength of 25
- Fire: Strength of 27
Drinking the potion changes strength scores for 1 hour. Throwing the potion changes scores for 3 rounds. The potion has no effect if the strength score is equal to or greater than that score.
Slow
Ingredients: A drop of MolassesThere is enough in this bottle to hit one creature. The effect lasts 3 rounds of combat, or 18 seconds.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
Very Rare (DC 18)
Very Rare potion grenades require listed ingredients and 25 gold. They take 72 hours to craft. The ingredients are used when the item is created.Supreme Healing Mist
Ingredients: 5 Red Mushrooms, a dash of Pixie Dust, rosemary, lavenderCharacters hit with this effect are enveloped in a red mist with a 10 foot radius. All creatures in the area of effect heal 10d4+20 hit points.
Mist of Truesight
Ingredients: an ointment for the eyes that costs 25 gp (separate from the cost of the jar is made from mushroom powder, saffron, and fat; and is consumed by the spellWhen thrown, a purple mist expands out in a 10 foot radius. All creatures in the radius receive the benefit of Truesight for 1 minute. For the duration, the creatures have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Potion of Freezing
Ingredients: 1 Ice Mephit Claw, frost lichen, a flask of oil When thrown, the Potion of Freezing sprays out droplets in a 10 foot radius. All creatures in the radius must succeed on a DC 15 Constitution Saving throw or be frozen (paralyzed condition) until the end of their next turn.Remove these ads. Join the Worldbuilders Guild
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