Wild Alchemy Image
Prerequisite: Requires Character Level 4
 

"In the pursuit of science and knowledge, corners must be cut and consequences must be accepted. Just make sure to have a few good batches nearby."

You now have the ability to brew two healing potions (2d4 + INT modifier) per short rest. When brewing a healing potion, roll a d8. On a 1, 2 or 3, the potion is unstable and now has a random side effect when consumed determined by rolling the Wild Healing Potion table.

Wild Healing Potion (roll a d100):

  1. The potion refills itself after being consumed. It becomes another chaos potion and follows all the same rules.
  2. The potion grants a temporary +3 boost to AC, but all attack rolls and saving throws are at disadvantage for 10 minutes.
  3. The potion deals 2d8 cold damage. The player must make a DC 15 CON saving throw. If successful, the damage is halved, but if they fail they take full damage and become frostbitten, dealing 1d4 cold damage every minute and halving their speed.
  4. The potion causes the player to Polymorph into a frog for 1 hour.
  5. The potion causes the player to become Frightened if there is a beast within eyesight or within 50 ft for 10 minutes.
  6. The potion flask shatters, dealing 1d6+2 piercing damage to the player and any creatures within 5ft of the player.
  7. The potion depletes the player’s health to 0, forcing them to roll death saves until healed.
  8. The potion flask morphs into a magical set of ropes that restrain the player. They must make a DC 12 STR check to remove the restraints, spending all of their movement.
  9. The potion deals the rolled amount as poison damage instead of healing.
  10. The potion loses all effects, making it useless. It tastes like manure.
  11. The potion morphs into an Ice Knife and fires itself at the nearest player character.
  12. The potion negates the player’s health benefits from the next long rest.
  13. The potion grants the player the ability to take a long rest's worth of benefits during the next short rest.
  14. The potion grants the ability to cast Fear once as a free action.
  15. The potion causes the player to be Frightened of the last creature that damaged them for 10 minutes.
  16. The potion deals 2d8 lightning damage. The player must make a DC 15 CON saving throw. If successful, the damage is halved, but if they fail they take full damage and become stunned, dealing 1d4 lightning damage every minute.
  17. The potion causes the player’s feet to morph with the ground, draining their speed to 0 and giving creatures advantages on attack rolls against them for 10 minutes.
  18. The potion increases the player's WIS by 4, but CHA drops to 1 until the next long rest.
  19. The potion halves the values of all damage rolls for 10 minutes.
  20. The potion loses all effects, making it useless. It tastes like mead.
  21. The potion grants the player the ability to breathe underwater for 1 hour, but they are unable to breathe on land for the same amount of time.
  22. The potion grants the ability to cast Healing Word once as a free action.
  23. The potion increases the user’s STR and DEX scores by 2, while sacrificing half their max HP, and any spell slots the user may have are reduced to 1 per level. All effects last for 1 hour.
  24. The potion increases the player's speed by 20ft for 10 minutes.
  25. The potion causes the player to become Frightened if there is a dragon within eyesight or within 50 ft for 10 minutes.
  26. The potion flask melts in the player's hand, dealing 1d6+2 fire damage.
  27. The potion deals 2d8 psychic damage. The player must make a DC 15 WIS saving throw. If successful, the damage is halved, but if they fail they take full damage and become maddened, dealing 1d4 psychic damage every minute and decreasing their WIS score by 4 until they fall unconscious or until Lesser Restoration is cast.
  28. The potion forces the player to forgo any benefits from their next short rest.
  29. The potion changes the player’s eye colour to a deep red for 24 hours.
  30. The potion loses all effects, making it useless. It tastes like lemonade.
  31. The potion causes the player to become Frightened if there is a fiend within eyesight or within 50 ft for 10 minutes.
  32. The potion flips the player's vision for 1 round. Left is right, up is down. AC drops by 6 and they are both blinded and stunned. Any movement they try to take, they must make a DC15 CON saving throw. If they succeed, they move at half speed. If they fail, they begin to vomit and become prone.
  33. The potion causes the player’s hair to completely fall out before growing back after 24 hours..
  34. The potion halves the player’s Spell Save DC for 10 minutes
  35. The potion heals the user by draining the life force out of the last creature that attacked them, dealing damage equal to the amount rolled.
  36. The potion causes the player to become Frightened if there is an aberration within eyesight or within 50 ft for 10 minutes.
  37. The potion decreases the player’s max HP by 2 of their hit dice for 10 minutes.
  38. The potion forms into an exact clone of the player, who immediately becomes hostile to the player and their allies.
  39. The potion gives the player a +2 bonus to AC for 10 minutes.
  40. The potion loses all effects, making it useless. It tastes like water.
  41. The potion becomes a mimic, attaching to the player and dealing 1d4+2 piercing damage per turn that the mimic is still attached to them. The player must make a DC 12 STR save to remove the mimic.
  42. The potion causes the player to become Frightened if there is a humanoid within eyesight or within 50 ft for 10 minutes.
  43. The potion grants the player advantage on all saving throws for 10 minutes.
  44. The potion inflicts Otto’s Irresistible Dance on the player.
  45. The potion only heals half of what is rolled, but all attacks against this player are rolled at disadvantage until their next turn.
  46. The potion causes the player to become Frightened if there is an ooze within eyesight or within 50 ft for 10 minutes.
  47. The potion increases the player’s CHA score by 4, but brings their STR to 1 for 10 minutes or until Lesser Restoration is cast.
  48. The potion deals 2d8 fire damage. The user must make a DC 14 CON saving throw. If successful, the damage is halved, but if they fail they take full damage and are set on fire, dealing 1d4+2 fire damage every minute until the fire is put out.
  49. The player's lowest ability score is increased by 4, while their highest decreases by 2 for 1 hour.
  50. The potion loses all effects, making it useless. It tastes like cat piss.
  51. This is a wild magic potion. Roll on the Wild Magic Sorcerer table as the side effect for this potion.
  52. The potion inflicts Hideous Laughter on the player.
  53. The potion causes the player to become Frightened if there is a plant within eyesight or within 50 ft for 10 minutes.
  54. The potion decreases all ability scores by 2 for 10 minutes.
  55. The potion increases all ability scores by 2 for 10 minutes.
  56. The potion refills itself after being consumed. It becomes another chaos potion and follows all the same rules.
  57. The potion causes the player to become Frightened if there is a celestial within eyesight or within 50 ft for 10 minutes.
  58. The potion flask explodes, dealing 1d6+2 force damage. The player must make a DC 12 DEX saving throw. If they fail, they get thrown backwards 15ft.
  59. The potion grants the player a free Dash action.
  60. The potion has effects, making it useless. It tastes like dirty pond water.
  61. The potion grants the player a free spell action.
  62. The potion swaps the player’s gender for 24 hours.
  63. The potion grants the player to cast Invisibility as a free action.
  64. The potion restricts the player’s magical ability, only allowing them to use cantrips for the next 3 turns.
  65. The potion deals 2d8 poison damage. The player must make a DC 15 CON saving throw. If successful, the damage is halved, but if they fail they take full damage and become poisoned, dealing 1d4 poison damage every minute until they fall unconscious or until Lesser Restoration is cast.
  66. The potion decreases the player's size by 1 level for 10 minutes.
  67. The potion accelerates the time taken for diseases to take effect by 3 days. If a disease's count is reduced to 0, they immediately take 1 long rest's worth of effects.
  68. The potion causes the player to become Frightened if there is a monstrosity within eyesight or within 50 ft for 10 minutes.
  69. The potion causes the player to Polymorph into an elephant for 1 hour.
  70. The potion loses all effects, making it useless. It tastes like sea water.
  71. The potion recovers twice the amount of HP recovered, but the player's AC is halved for 1 hour. If the amount of HP is more than the amount needed to reach full HP, then the remaining HP is added to the maximum HP for 1 hour.
  72. The potion causes the player to become Frightened if there is a construct within eyesight or within 50 ft for 10 minutes.
  73. The potion emits a high frequency noise within the player’s head, causing them to become deafened for 10 minutes.
  74. The potion allows the player to roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
  75. The potion locks up the player’s legs, preventing them from taking movement for the next 3 turns.
  76. The potion teleports the player to their previous location before their last movement action.
  77. The potion recovers all used spell slots. If there are no used spell slots, the player may cast any spell up to 2nd level as a free action.
  78. False alarm. This is a regular healing potion.
  79. The potion Silences the player for 10 minutes.
  80. The potion loses all effects, making it useless. It tastes like honey.
  81. The potion causes the player to involuntarily attack the closest player character with the strongest melee attack they have available.
  82. The potion causes the player to become Frightened if there is an undead within eyesight or within 50 ft for 10 minutes.
  83. The potion causes the player’s INT and WIS to drop to 1 for 10 minutes or until Lesser Restoration is cast.
  84. The potion increases the player's exhaustion level by 2.
  85. The potion deals 2d8 acid damage. The player must make a DC 15 CON saving throw. If successful, the damage is halved, but if they fail they take full damage and become paralysed, dealing 1d4 acid damage every minute until they fall unconscious or until Lesser Restoration is cast.
  86. The potion allows the player to use the Unarmed Strike: Fighting Ability as a free action (2d8 + STR modifier bludgeoning damage).
  87. The potion causes the player to view every creature around them in a 50 ft radius as invisible for 10 minutes.
  88. The potion knocks the player unconscious.
  89. The potion causes the player to immediately jump 50 feet in the air and when they land, they take 5d6 force damage. The player must make a DC 15 DEX saving throw to halve the fall damage taken. If there is a ceiling above the players within 50 ft, they automatically take 2d8 force damage before falling back down and taking fall damage.
  90. The potion loses all effects, making it useless. It tastes like full cream milk.
  91. The potion causes the player to become Frightened if there is a giant within eyesight or within 50 ft for 10 minutes.
  92. The potion forces the player to go into a frenzied, relentless rage and attacks the nearest creature for 10 minutes or until they fall unconscious.
  93. The potion wipes the memory of all of the player’s abilities from their mind, forcing them to use only melee for the next 3 turns.
  94. The potion grants a melee or ranged attack as a free action, but at disadvantage.
  95. The potion quickly deteriorates the player’s vision, causing them to become blinded for 10 minutes.
  96. The player’s alignment swaps for 24 hours.
  97. The amount healed by this potion is increased by 50% and the player's max HP is increased by 25 for 10 minutes.
  98. The potion causes the player to become Frightened if there is a fey within eyesight or within 50 ft for 10 minutes.
  99. The potion loses all effects, making it useless. It tastes like sand.
  100. Roll a d4. If it lands on a 2-4, add a corresponding amount of effects, rolling a d100 to determine each effect. If it lands on 1, the player’s health drops to 0.
Wild Alchemy Image

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