Prerequisite for this feat is proficiency with Alchemist's Supplies.
With this feat you gain the ability to mix random leftover reagents and ingredients into potions with (sometimes) significant magical properties. Once per long rest you create a mystery potion whether you want to or not. The potion is found in your inventory when the long rest is finished and always resemble a flask or vial containing a clear oderless liquid indistigushable from water. The effects of the potion is however not known until after it is consumed. When a mystery potion is consumed roll a d20 and consult the table below for it's effect.
| Roll | Potion created | Effect |
| 1 | Potion of water | "quenches thirst" aka No effect |
| 2 | Philter of Love | The creature that drinks this potion will become charmed by the next creature it sees within 10 minutes for a duration of 1 hour. |
| 3 | Potion of Clairvoyance | When drunk, a creature gains the effect of the clairvoyance spell |
| 4 | Potion of Climbing | When drunk, a creature gains a climbing speed equivalent to its walking speed for 1 hour and gains advantage on Strength (Athletics) checks made to climb. |
| 5 | Potion of Healing | When drunk, a creature regains 2d4 + 2 HP. |
| 6 | Potion of Heroism | When drunk, a creature gains 10 temporary HP that last for 1 hour as well as the effects of the bless spell (no concentration required) for the same duration. |
| 7 | Elixir of Health | When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions. |
| 8 | Potion of Water Breathing | When drunk, a creature can breathe underwater for 1 hour. |
| 9 | Potion of Invisibility | When drunk, a creature becomes invisible for 1 hour along with anything it’s carrying or wearing. The effect ends early if the creature makes an attack or casts a spell. |
| 10 | Potion of Fire Breath | When drunk, a creature can use its bonus action to exhale fire at a target within 30 feet. The target must take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. The effect ends after exhaling fire 3 times, or after 1 hour. |
| 11 | Potion of Resistance | A potion that when drunk, grants a creature resistance to one type of damage for 1 hour. The DM chooses the damage type. |
| 12 | Potion of Animal Friendship | When drunk, a creature can perform the animal friendship spell (save DC 13) for 1 hour at will. |
| 13 | Potion of Giant Strength | When drunk, a creature’s Strength score is increased to 29 for 1 hour. |
| 14 | Potion of Greater Healing | When drunk, a creature regains 4d4 + 4 HP. |
| 15 | Potion of Gaseous Form | When drunk, a creature gains the effect of the gaseous form spell for 1 hour (no concentration required). |
| 16 | Potion of Poison | When drunk, a creature takes 3d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned. If poisoned, the creature takes 3d6 poison damage at the start of each of its turns until the effect is ended. The creature can repeat the saving throw at the end of each of its turns. On a successful save, the damage on each subsequent turn is decreased by 1d6 until it hits 0. |
| 17 | Potion of Longevity | When drunk, a creature’s physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each subsequent time a creature drinks this potion, there is 10% cumulative chance that it will instead age 1d6 +6 years. |
| 18 | Potion of Growth | When drunk, a creature gains the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). |
| 19 | Potion of Invulnerability | When drunk, a creature gains resistance to all damage for 1 minute. |
| 20 | Potion of Flying | When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. |
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