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 |
30 |
43 SHEEP DRAGON BREW |
31 |
44 ENHANCED STATIC SHOCK |
32 |
45 ENHANCED LIGHTNING BREATH |
33 |
47 WRATHFUL SPIRIT |
34 |
48 RAPID WITHDRAWAL |
35 |
55 ESSENCE OF GREAT RIVERS |
36 |
1 SENSORIUS MAXIMUS |
37 |
2 FLIP AND SKIP |
38 |
3 BRUTE BREW |
39 |
4 ANIMAL AFFINITY |
40 |
5 DETECTIVE’S TONIC |
41 |
9 GLOWSKIN |
42 |
10 TINY TELEKINESIS |
43 |
11 IRRESISTIBLE CHARM |
44 |
13 IRON BELLY |
45 |
14 FACE OF FUGARI |
46 |
15 DUCK FOOT |
47 |
16 POTION OF FOG |
48 |
19 HERBALIST’S AID |
49 |
20 HOMEWARD TONIC |
50 |
21 SOFT PAW |
51 |
22 POTION OF HEALING TOUCH |
52 |
23 CAT’S EYE |
53 |
26 LANGUAGE LORE |
54 |
27 PIG SNOUT |
55 |
29 POTION OF SOFT STEPS |
56 |
36 WATER BREATHING |
57 |
38 POCKET STOMACH |
58 |
47 MEDITATIVE TRANCE |
59 |
48 POTION OF HOLISTIC WELLNESS |
60 |
49 SHARP MIND |
61 |
52 HIDDEN HAND |
62 |
56 BOWARK’S BOMBASTIC BEER |
63 |
57 UNIFIED MIGHT |
64 |
1 MELODIOUS BIRD CALLS |
65 |
2 PROJECTED THOUGHTS |
66 |
3 INTOXICATING AROMA |
67 |
6 VOCAL STRANGER |
68 |
7 BEARD BREW |
69 |
8 PHOTOSYNTHETIC SKIN |
70 |
9 PARADISE PLUMAGE |
71 |
10 MUSICAL MIXER |
72 |
11 STINK BREW |
73 |
12 DUKO THE TRICKSTER’S ELIXIR |
74 |
13 MANIFESTED NOSTALGIA |
75 |
14 PIGMENT |
76 |
15 AUDIO ODDITY |
77 |
17 SUPER SINGING |
78 |
18 FLUFFPLUM TONIC |
79 |
19 MERRIMENT |
80 |
22 ELDER ELIXIR |
81 |
23 WITCH’S HIDDEN GEM |
82 |
25 SHADOW CHILD |
83 |
26 HSIREBBIG |
84 |
27 SKY SWIMMING |
85 |
31 MOSSPOT |
86 |
32 INCREDIBLE LUCK |
87 |
34 WITCH’S LAMENT |
88 |
35 SPIRIT APPENDAGE |
89 |
37 GOBBLE GUNK |
90 |
39 DON’T EAT DIRT |
91 |
41 LIFETIME SUPPLY |
92 |
43 LIQUID DISGUISE |
93 |
45 A NEW LOOK |
94 |
46 SHADOW PUPPET |
95 |
48 PHOENIX ELIXIR |
96 |
49 UNKNOWN ELIXIR |
Coffee Shop Potions (d96)
Random Coffee Effects edited from the normal potions for use in Feline Fine Coffees random table
Citation
Obojima
