Coffee Shop Potions (d96)

Random Coffee Effects edited from the normal potions for use in Feline Fine Coffees random table

Citation

Obojima

d96 Result

1

1 RABBIT’S SPEED

Within seconds of downing this potion, you feel a distinct lightness and spring in your step. For the next 8 hours (normally 10 minutes), your walking speed increases by 5 feet.

2

3 SPIRIT OF SALYRI

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.

3

4 BEAST HIDE

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 8 hours (normally 1 minute), you have resistance to cold damage.

4

6 DISPLACEMENT FIELD

Drinking this silvery, glittering potion causes you to shimmer and flicker, making you appear to be standing next to your actual location. For 8 hours or until the first time this is utilized in combat, whichever comes first - (normally Until the start of your next turn), all attacks against you are made with disadvantage.

5

7 SHEPHERD’S BANE

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.

6

9 WONDER JUICE

When you drink this multicolored potion, you instantly feel magical. For 8 hours or until 1 round of combat, whichever comes first (normally 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.

7

10 CANDLECAP

After imbibing this potion, you gain lively flaming locks, which last for 8 hours (normally 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.

8

11 EAGLE’S VISION

When you drink this potion, your eyes grow slightly larger and turn the golden color of an eagle. For the 8 hours (normally next minute), attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

9

12 PARANOIA

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.

10

14 STATIC SHOCK

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.

11

15 INCOMING!

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 8 hours (normally 1 minute), you gain a +2 bonus to AC against ranged attacks.

12

16 LIGHTNING BREATH

For 24 hours after drinking this shimmering gold liquid, your voice gains a crackling quality 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.

13

17 HEROISM

When you drink this glowing red elixir, you gain advantage on the next attack roll you make within the next 24 hours.

14

18 SLUGSKIN

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 8 hours (normally for 1 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.

15

22 PRICKLESKIN

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 8 hours (normally for 1 minute.)

16

24 CLAWS OF THE CRAB KING

Your hands turn into a handsome set of powerful crab claws. For 8 hours (normally 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. You can choose to let the effects end early.

17

RUBBERSKIN

When you drink this blue goo, your skin turns into a thick, gray rubber. For 8 hours (normally for 1 hour), you have resistance to lightning damage.

18

26 KEENING VOICE

When you open this potion, a keening wail comes out of the bottle. Drinking this potion gives your 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 can’t hear you. On a hit, the target takes 1d6 thunder damage. The effect of this potion lasts until you use this ability, or for 8 hours whichever comes first (normally lasts for 1 hour.)

19

29 CINDERSKIN

When you drink this bubbling, black potion, your skin becomes encrusted with charcoal. For 8 hours (normally 1 hour), you have resistance to fire damage.

20

30 IRON MIND

After imbibing this elixir, your eyes glow with a silvery-blue hue. For 8 hours (normally for 1 hour), you gain advantage on saving throws against being charmed, and have resistance to psychic damage.

21

31 GARGOYLE HOOCH

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 8 hours (normally 1 hour), you gain a +2 bonus to AC, and your walking speed is reduced by 5 feet.

22

32 ELIXIR OF JIPAMPA

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.

23

33 CATSPEED

When you drink this potion, you are overwhelmed by a warm, lethargic feeling that feels 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.

24

34 DURABILITY

When you drink this potion, your skin becomes as tough as thick leather that, for a short time, repairs itself. For 1 round of combat or after 8 hours, whichever comes first (normally 1 minute), you gain 10 temporary hit points at the start of each of your turn.

25

35 FIRE SHIELD

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.

26

36 TUNNEL VISION

Drinking this potion causes you to hyperfixate on your strikes, but potentially opens you to counterattacks. The effects of this potion last for 1 round of combat or after 8 hours, whichever comes first (normally lasts 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.

27

37 RATATAM’S GLOWSKIN ELIXIR

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.

28

39 INVULNERABILITY

When you open this potion, it bursts forth with a symphonic fanfare. Until the start of your next turn in combat, you are immune to all damage. On your next turn after that, you can’t move or take actions, as a wave of lethargy sweeps over you.

29

42 PUMPKIN PATCH GUARD
When consumed, this warming harvest beverage trans- forms 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* (Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.)  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 potions lasts for 1 round of combat or 8 hours, whichever comes first (normally lasts for 1  minute.)

30

43 SHEEP DRAGON BREW
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 8 hours (normally 1 hour.)

31

44 ENHANCED STATIC SHOCK
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.

32

45 ENHANCED LIGHTNING BREATH
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.

33

47 WRATHFUL SPIRIT
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 lasts 1 round of combat or 8 hours, whichever comes first (normally lasts for 1 minute).

34

48 RAPID WITHDRAWAL
When you drink this potion, motes of pink light erupt from your body and orbit around you. For 8 hours or for one round of combat, whichever comes first (normally 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.

35

55 ESSENCE OF GREAT RIVERS
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.

36

1 SENSORIUS MAXIMUS
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 8 hours (normally 1 hour), you gain a +3 bonus to Wisdom (Perception) checks.

37

2 FLIP AND SKIP
This blue potion sparkles and fizzes when opened and makes your tongue tingle when imbibed. For the next 8 hours (normally 1 hour), you gain a +3 bonus to Dexterity (Acrobatics) checks.

38

3 BRUTE BREW
Drinking this brownish broth fills your sinews with ogreish power. For the next 8 hours (normally 1 hour), you gain a +3 bonus to Strength (Athletics) checks.

39

4 ANIMAL AFFINITY
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 8 hours (normally 1 hour), you gain a +3 bonus to Wisdom (Animal Handling) checks.

40

5 DETECTIVE’S TONIC
This subtle, bourbon-fl avored potion burns when consumed. For the next 8 hours (normally 1 hour), you gain a +3 bonus to Intelligence (Investigation) checks.

41

9 GLOWSKIN
Ironically, glowskin potions are jet black in color, until shaken. For 8 hours (normally 4 hours) after drinking this potion, your skin sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

42

10 TINY TELEKINESIS
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 4 hours (normally 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

43

11 IRRESISTIBLE CHARM
Once imbibed, a tingling sensation builds within you, bubbling up into a giddy euphoria of confident charm. For the next 8 hours (normally 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.

44

13 IRON BELLY
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 8 hours (normally 1 hour).

45

14 FACE OF FUGARI
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 8 hours (normally next minute), you have advantage on Charisma (Intimidation) checks.

46

15 DUCK FOOT
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 8 hours (normally next hour), you gain a swimming speed of 40 feet and are able to make a very convincing quacking sound.

47

16 POTION OF FOG
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- You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it) centered on you. The cloud lasts for 4 hours (normally 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.

48

19 HERBALIST’S AID
Drinking this highly sought-after potion grants you a unique sense helpful for detecting ingredients. For the next 4 hours (normally 1 hour), you gain a +3 bonus to all ability checks made to locate an ingredient.

49

20 HOMEWARD TONIC
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.

50

21 SOFT PAW
When consumed, this liquorice-flavored potion turns your hands and feet into fur-covered paws. For the next 8 hours (normally 10 minutes), you have advantage on Dexterity checks.

51

22 POTION OF HEALING TOUCH
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 8 hours (normally 1 hour) or until you have used this ability.

52

23 CAT’S EYE
When you imbibe this potion, your eyes become catlike, and you can choose their color. For the next 8 hours (normally 1 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

53

26 LANGUAGE LORE
This grayish potion tastes like chewed up paper. For  4 hours (normally 1 hour) after drinking it, you understand the literal meaning of any spoken language that you hear.

54

27 PIG SNOUT
After drinking this pink pastel potion, there is a brief uncomfortable transformation, where the imbiber grows a beautiful, snuffling pig snout. For the next 8 hours (normally 1 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.

55

29 POTION OF SOFT STEPS
When you drink this frothy brew, you float an inch off the ground and walk on a cushion of air. For the next 8 hours (normally 10 minutes), you gain a +2 bonus to Dexterity (Stealth) checks, and you leave no discernible tracks.

56

36 WATER BREATHING
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 8 hours (normally 1 hour).

57

38 POCKET STOMACH
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 a 8 hours (normally 1 hour), after which you throw up anything consumed.

58

47 MEDITATIVE TRANCE
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.

59

48 POTION OF HOLISTIC WELLNESS
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. Adding effect: if you are at full hit points, gain 2d8 temp HP

60

49 SHARP MIND
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.

61

52 HIDDEN HAND
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.

62

56 BOWARK’S BOMBASTIC BEER
This potion was discovered by accident by the great brew- master, 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.

63

57 UNIFIED MIGHT
When consumed, this potion produces a burning sensation that fills your body, leaving you with newfound intellectual and physical strength. For the next 4 hours (normally 1 hour), two ability scores of your choice increase to 25.

64

1 MELODIOUS BIRD CALLS
When you drink this frothy liquid, you can perfectly mimic the call of any songbird for 24 hours

65

2 PROJECTED THOUGHTS
When you drink this gritty potion, a 1-foot-diameter bubble emerges from the top of your head. The bubble lasts for 4 hours (normally 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

66

3 INTOXICATING AROMA
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.

67

6 VOCAL STRANGER
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 4 hours (normally 1 hour).

68

7 BEARD BREW
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

69

8 PHOTOSYNTHETIC SKIN
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

70

9 PARADISE PLUMAGE
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.

71

10 MUSICAL MIXER
When uncorked, this silvery elixir produces beautiful, ethereal music for 1 hour as it slowly evaporates. Drinking it causes you to have musical burps for 1 hour.

72

11 STINK BREW
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 4 hours (normally 1d4 rounds).

73

12 DUKO THE TRICKSTER’S ELIXIR
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 canhave affecting your body at once.

74

13 MANIFESTED NOSTALGIA
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.

75

14 PIGMENT
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.

76

15 AUDIO ODDITY
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 8 hours (normally 1 hour).

77

17 SUPER SINGING
When consumed, this potion tastes as if it were a freshly brewed tea with the perfect amount of honey mixed in. For the next 4 hours (normally 1 hour), you are unable to speak without singing, and you have advantage on Charisma (Performance) checks using your voice.

78

18 FLUFFPLUM TONIC
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 4 hours (normally 1 hour), you are under the effects of the Feather Fall* spell and weigh no more than 1 pound.

79

19 MERRIMENT
Is this just booze? For the next 4 hours (normally 1 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.

80

22 ELDER ELIXIR
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.

81

23 WITCH’S HIDDEN GEM
This bland and underwhelming-looking potion coats your mouth and gullet as you drink it, leaving a thin film. For the next 8 hours (normally 1 hour), all liquid you consume turns into wine when you drink it.

82

25 SHADOW CHILD
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 4 hours (normally 1 hour.)  Unseen Servant--- It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

83

26 HSIREBBIG
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.

84

27 SKY SWIMMING
After drinking this potion, you feel the sudden and unpleasant feeling of wearing soaking-wet clothing. For the next hour (normally 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.

85

31 MOSSPOT
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 4 hours (normally 1 hour).

86

32 INCREDIBLE LUCK
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.

87

34 WITCH’S LAMENT
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 permanent unless removed as if a curse.

88

35 SPIRIT APPENDAGE
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.

89

37 GOBBLE GUNK
This unappealing potion allows the imbiber to eat what- ever 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 4 hours (normally 1 hour). Any magical objects consumed in this way are hurled back up after the end of the hour.

90

39 DON’T EAT DIRT
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.

91

41 LIFETIME SUPPLY
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 8 hours (normally 1 minute), the potion wears off and all your hair falls out.

92

43 LIQUID DISGUISE
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.

93

45 A NEW LOOK
When consumed, this unassuming elixir magically trans- forms 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.

94

46 SHADOW PUPPET
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.

95

48 PHOENIX ELIXIR
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.

96

49 UNKNOWN ELIXIR
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.