You have developed an uncanny mastery over potions, capable of drawing magical energy from them with unnatural efficiency. When you drink a healing potion, you roll as normal, but if you roll a 1 on any die when rolling for a healing potion, you can reroll that die and must take the new result.
You also gain an empty, corked potion bottle that hums with arcane energy. Once a day, you can uncork the bottle and activate its powers to summon a potion of your choice from the ether. Roll a d20. On a roll of 1-19, you may summon any potion of Uncommon or lesser value. On a roll of 20, you may summon a potion of rare or lesser value. This potion immediately appears in the bottle. Any creature may drink it. If the potion is not consumed by the end of the day, it transmutes itself into water. The potion bottle can be broken but magically repairs itself during a long rest.
Leveling Up:
At level 10, healing potions regain the maximum number of hit points possible. Additionally, when you drink any potion, you can choose to double the duration of its effects.
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