Potion, common

 

Congradulations on Your Purchase of 10 Bargin Bin Potions, Reach into your shopping bag and see if you can come up with something useful. Roll a D20 to see what you get. When in the hunt for something special you can make d20 arcana check, on a 20+ you can select the potion your looking for 

  1. Potion of Minor Mending: Heals 1d4 hit points, but also instantly repairs one tiny, non-magical tear or crack on your worn clothing, armor, or an object you're holding.

  2. Potion of Fleeting Vigor: Grants 1d6 temporary hit points for 1 minute.

  3. Potion of Gusty Gallop: For the next minute, your walking speed increases by 10 feet, but you also emit a continuous, audible "whoosh" sound as you move.

  4. Potion of Chameleon Skin: For 1d4 hours, your skin subtly changes color to match your immediate surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in natural environments (e.g., forest, cave, desert), but disadvantage in urban or indoor settings.

  5. Potion of Echoing Voice: For the next 10 minutes, your voice booms as if through a megaphone. You have advantage on Charisma (Intimidation) checks, but disadvantage on Charisma (Stealth) checks.

  6. Potion of Mild Levitation: You can float up to 5 feet off the ground for 1 minute. You can move horizontally at half your normal walking speed. When the effect ends, you drift gently to the ground.

  7. Potion of Sparkling Skin: For 1 hour, your skin faintly glistens and sheds tiny, harmless motes of light, causing you to subtly sparkle. You have advantage on Charisma (Performance) checks but disadvantage on Dexterity (Stealth) checks.

  8. Potion of Sticky Fingers: For 1d6 minutes, anything you touch (up to 5 lbs) adheres to your hands unless you consciously release it. Advantage on grapple checks, disadvantage on Dexterity (Sleight of Hand) checks requiring delicate manipulation.

  9. Potion of Unsettling Aura: For 1 hour, small, harmless illusions of insects or shadows constantly flit around you. Non-hostile creatures might find you mildly unsettling, possibly causing them to shy away.

  10. Potion of Animated Hair: For 10 minutes, your hair (or beard, if applicable) gains a life of its own, wiggling and attempting to mimic your movements or even form crude shapes. It's distracting but doesn't do anything else.

  11. Potion of Temporary Truesight (Partial): For 1 minute, you can faintly perceive the outlines of invisible creatures and objects within 10 feet, but all colors appear as shades of grey.

  12. Potion of Magnetic Personality: For 1 minute, you are constantly attracting small, ferrous metal objects (coins, keys, iron filings) within 5 feet. They cling harmlessly to your clothes.

  13. Potion of Whispering Secrets: For 5 minutes, you can hear faint, unintelligible whispers from random, unknown sources within 30 feet. It's distracting (disadvantage on Wisdom (Perception) checks relying on hearing), but occasionally you might hear a single, useful word (DM's discretion).

  14. Potion of Bouncing Steps: For the next minute, whenever you move, you automatically bounce 5 feet into the air at the end of each of your turns, then gently land. You can control the direction of your horizontal movement.

  15. Potion of Glorious Flatulence: You gain advantage on your next Strength (Athletics) check, but upon attempting it, you unleash an incredibly loud, but harmless, burst of flatulence. Creatures within 10 feet must make a DC 10 Constitution saving throw or be mildly nauseated (disadvantage on their next attack roll).

  16. Potion of Sticky Situations: For the next hour, anything you try to grab has a 50% chance of either becoming incredibly slippery (requiring a DC 10 Dexterity save to hold) or unexpectedly tacky (sticking to your hand for 1d4 rounds unless pried off).

  17. Potion of Minor Resizing: For 1d4 hours, you either grow 6 inches taller or shrink 6 inches shorter (DM's choice, or roll 1d2). Your stats remain unchanged.

  18. Potion of Verdant Growth: Your skin temporarily takes on a slightly greenish hue for 1d6 hours, and you smell faintly of fresh earth. You have advantage on Charisma (Persuasion) checks with plants and plant creatures, but disadvantage with creatures that dislike vegetation (e.g., some oozes).

  19. Potion of Mild Empathy: For 1 minute, you gain advantage on Wisdom (Insight) checks, but you also feel every minor emotion (hunger, irritation, boredom) of creatures within 10 feet as if it were your own. This can be overwhelming.

  20. Potion of Perpetual Glimmer: For 1 hour, your eyes glow softly in the dark (shedding dim light in a 5-foot radius), and you passively detect the closest source of unrefined common ore (iron, copper, tin) within 30 feet, even through stone.

 

natebutka17

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