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Potions - Common

Potion of Animalspeak
Use: Bonus Action
Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
  Drinking it grants the drinker the ability to communicate with animals for 1 hour.
 
Antitoxin
Use: Bonus Action
A creature that drinks this vial of liquid removes the poisoned condition and gains advantage on saving throws against the poisoned condition for 1 hour. It confers no benefit to undead or constructs.
 
Potion of Climbing
Use: Bonus Action
The potion is separated into brown, silver, and grey layers resembling bands of stone. Shaking the bottle fails to mix the colors.
  When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb.
 
Potion of Feather Fall
Use: Bonus Action
A clear liquid gently rises and falls inside the vial.
  The drinker gains the effect of the spell Feather Fall for the next minute.
 
Potion of Glorious Vaulting
Use: Bonus Action
A bright blue liquid does not settle, even when the vial is held still. Globules are constanly launching from the surface of the liquid to the top of the vial.
  The drinker gains the effect of the spell Feather Fall for the next minute.
 
Muroosa Balm
Use: Bonus Action
This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant.
  You gain advantage on rolling Constitution saving throws against overheating and direct sunlight.
 
Painkiller Potion
Use: Bonus Action
A foul bitter tasting concoction that smells strongly of alcohol.
  When you drink this potion, it removes any mild aches and pains, and reduces severe pain to mild. While you are under this effect, you can ignore 2 levels of exhaustion. The potion lasts for one hour, after which the pain and exhaustion returns to normal levels, and the drinker takes 2d6 true damage unless they have spent the hour resting.
 
Potion of Plantspeak
Use: Bonus Action
A clear, brown liquid filled with vibrate green twigs and leaves that changes into a pale yellow liquid once opened.
  Drinking it grants the drinker the ability to communicate with plants for 1 hour.
 
Quenching Pilther
Use: Bonus Action
A blue potion that always has 2 ice cubes, a sprig of mint and 2 slices of lemon floating in it. It always cool to the touch.
  Drinking the potion quenching a person’s thirst completely and removes their need to drink anything for 2 days. This makes it highly sought after near desserts for those who venture on caravans.
 
Soothing Salve
Use: Bonus Action
A sticky, sour smelling salve that can be applied to wounds.
  When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.
 
Potion of Swimming
Use: Bonus Action
The potion is made of layers of teal, light blue, and indigo fluid that resemble a deep ocean. Shaking the bottle fails to mix the colors.
  When you drink this potion, you gain a swimming speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to swim.
 
Willowshade Oil
Use: Bonus Action
A dark blue oil can be extracted from the fruit of the Willowshade plant.
  A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.

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