Potions - Rare
Potion of Clairvoyance
Use: Bonus ActionAn eyeball bobs in this yellowish liquid but vanishes when the potion is opened. The drinker gains the ability to cast the Clairvoyance spell once in the next minute, without spending a spell slot (requires concentration).
Elixer of Diminution
Use: Bonus ActionThe 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. When you drink this potion, you gain the "reduce" effect of the Enlarge/Reduce spell for 4 hours.
Potion of Flying
Use: Bonus ActionThis potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.
Elixir of Health
Use: Bonus ActionThe clear red liquid has tiny bubbles of light in it. It confers no benefit to undead or constructs. The drinker gains resistance to poison damage for the next hour. In addition, the dringer gains immunity to the blinded, deafened, paralyzed, and poisoned conditions for that hour.
Potion of Gaseous Form
Use: Bonus ActionThis potion's container seems to hold fog that moves and pours like water. The drinker gains the ability to cast the Gaseous Form once in the next minute without spending a spell slot.
Potion of Heroism
Use: Bonus ActionThis blue potion bubbles and steams as if boiling. For 1 hour after drinking it, you gain 10 temporary hit points. For the same duration, you are under the effect of the Bless spell.
Potion of Invisibility
Use: Bonus ActionThis potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Potion of Invulnerability
Use: Bonus ActionThe potion's syrupy liquid looks like liquefied iron. For 1 minute after you drink this potion, you have Resistance to all damage.
Liquid Luck
Use: Bonus ActionVisually indistinguishable from water, but tasting and smelling like the drinker’s favourite fruit. Drinking this potion grants the drinker advantage on all Deception, Insight and Persuasion checks for 3 hours.
Potion of Mana
Use: Bonus ActionVibrant blue and deeply purple, laced with swirling vortexes of white and silver, this potion reminds you of agitated mist. When agitated, it lets out a bright, purple light. After drinking this potion, the user regains 4 spell levels similar to the wizard’s Arcane Recovery or regains 7 sorcery points. A creature can consume one Potion of Mana between Long Rests.
Potion of Mind Reading
Use: Bonus ActionThe potion's dense, purple liquid has an ovoid cloud of pink floating in it. The drinker gains the ability to cast the Detect Thoughts spell (DC 13 Wisdom saving throw) for the next hour without spending a spell slot.
Mother's Might
Use: Bonus ActionA churning mass of a deep blue liquid, shot through with white streaks that remind of lightning. The container which holds this potion always shakes and quivers slightly. After drinking this potion, upon hitting a target with a melee attack let’s out thunderous crack that deals an extra 1d6 thunder damage for 1 minute, there is no limit to how often it can be used within this timespan.
Polymorph Potion
Use: Bonus ActionAn almost clear, pale green potion with a constantly morphing projection of a creature floating within. The drinker gains the ability to cast the Polymorph spell on themselves for 1 hour without spending a spell slot.
Potion of Greater Refreshment
Use: Bonus ActionThis potion tastes like a stong herbal tea, and has a constant temperature of comfortably hot tea. The drinker removes all levels of exhaustion.
Tincture of Werewolf's Bane
Use: Bonus ActionAny lycanthrope that drinks this tincture must make a DC 19 Constitution saving throw. On a failed save, the lycanthrope takes 3d10 necrotic damage and must change to its humanoid form if it was not already in that form, after which the lycanthrope cannot change form for 24 hours. On a success, the lycanthrope only takes half that damage.
Potion of True Dreaming
Use: Bonus ActionBlack as the void, this liquid appears to flash in bright colours when looked at through the corner of one’s eye. When you drink this potion before falling asleep, your dreams show you true visions of of the past, present or possible future events related to a creature, location or object of your choosing. The DM determines the nature and duration of these visions.
Elixir of Viciousness
Use: Bonus ActionThe syrupy liquid languidly swirling inside this bottle somehow reminds you of a predator lying in wait. The drinker reduces the threshold for landing a critical hit by 1 for the next hour.
Specific Ingredients
Potion of Giant Strength
Use: Bonus ActionRequires an ingredient from a Giant
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. When you drink this potion, your Strength score changes for 1 hour. The variety of giant ingredient determines the score. The potion has no effect on you if your Strength is equal to or greater than that score.
Giant Type | Strength Score |
---|---|
Hill | 21 |
Frost or Stone | 23 |
Fire | 25 |
Cloud | 27 |
Storm | 29 |
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