Potions (d100)

d100 Potion Effect

1-10

Greater Healing

You generate a pool of Roll 4d4+4 hit points when you drink this potion. Up to two creatures may use any number of hit points from the pool provided the total drawn by all creatures does not exceed the total pool. Any unused hit points are lost. The potion's red liquid glimmers and emits a flash of green light when agitated.

11-40

Healing

You regain Roll 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

41-43

Supreme Healing

You generate a pool of Roll 10d4+20 hit points when you drink this potion. Up to six creatures may use any number of hit points from the pool provided the total drawn by all creatures does not exceed the total pool. Any unused hit points are lost. The potion's red liquid glimmers and emits a flash of white light when agitated.

44-50

Superior Healing

You generate a pool of Roll 8d4+8 hit points when you drink this potion. Up to four creatures may use any number of hit points from the pool provided the total drawn by all creatures does not exceed the total pool. Any unused hit points are lost. The potion's red liquid glimmers and emits a flash of blue light when agitated.

51-57

Climbing

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this rime, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

58

Invisibility

This 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.

59

Flying

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. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

60-64

Animal Friendship

When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

65-69

Fire Breath

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking Roll 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

70

Giant Strength

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score. The potion has no effect on you if your Strength is equal to or greater than that score. Roll Roll d5 on [1-10: Hill Giant (21); 11-14: Frost/Stone Giant (23); 15-17: Fire Giant (25); 18-19: Cloud Giant (27); 20: Storm Giant (29)]. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

71-72

Gaseous Form

When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.

73

Speed

When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirl on its own.

74-78

Water Breathing

You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

79-80

Heroism

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

81-85

Resistance

When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type determines it randomly from the options below. Roll d10 on [Acid; Cold; Fire; Force; Lightning; Necrotic; Poison; Psychic; Radiant; Thunder]

86

Vitality

When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

87-88

Invulnerability

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron.

89-92

Growth

When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for Roll 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

93

Growth

When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for Roll 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

94-95

Clairvoyance

When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

96

Longevity

When you drink this potion, your physical age is reduced by Roll 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by Roll 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.

97-98

Diminution

When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for Roll 1d4 hours (no concentration required). The 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.

99-100

Mind Reading

When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.