Potion, rare

A dense electric-blue liquid stored in a reinforced glass vial. Tiny arcs of light ripple beneath the surface like living veins.

No creature can safely predict the outcome of consuming Compound V.

When a creature drinks this potion, it must immediately roll a d100 and permanently gain the corresponding effect.
These effects cannot normally be removed except by Wish or divine intervention.

A creature can only consume Compound V once.
Any additional dose instantly kills the creature, causing catastrophic internal failure.


d100 Effects
01-05

Your body violently rejects the serum

  • You instantly drop to 0 hit points.
  • Your maximum HP is permanently reduced by half.
  • Your skin develops glowing blue veins.
06-10

Your body mutates grotesquely

  • Gain advantage on Intimidation checks.
  • Disadvantage on Persuasion checks.
  • Your appearance becomes permanently disturbing.
11-15

Enhanced Physique

  • Your Strength score increases by 2 (maximum 24).
16-20

Superhuman Reflexes

  • Your Dexterity score increases by 2 (maximum 24).
21-25

Titanic Durability

  • Your Constitution score increases by 2 (maximum 24).
26-30

Laser Eyes

As an action, you can fire destructive beams from your eyes.

  • Ranged spell attack, range 120 ft.
  • 4d10 fire damage.

 Can be used a number of times equal to your proficiency bonus per long rest.

31-35

Unbreakable Skin

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

36-40

Flight

You gain a flying speed equal to your walking speed.

41-45

Speedster

Your movement speed doubles.

Additionally:

  • You cannot be surprised.
  • Advantage on initiative rolls.
46-50

Mind Intrusion

You can cast Detect Thoughts at will.

However:

  • You occasionally hear surface thoughts involuntarily.
  • The DM may reveal intrusive thoughts during stressful moments.
51-55

Regeneration

At the start of your turn, regain hit points equal to your proficiency bonus if you are above 0 HP.

56-60

Explosive Blood

Whenever a creature hits you with a melee attack, it takes force damage equal to your Constitution modifier.

61-65

Living Weapon

Your unarmed strikes:

  • Deal additional 1d10 force damage.
  • Count as magical.
  • Use Strength or Dexterity modifier for Attack Roll.
66-70

Hero Complex

You gain:

  • Advantage on Charisma checks.
  • Proficiency in Persuasion.

However:

  • You must succeed on a DC 15 Wisdom save to willingly flee combat.
71-75

Invisible Presence

You can cast Invisibility on yourself  at will.

You become faintly translucent under bright light.

76-80

Psychic Fracture

Your mind expands dangerously.:

  • +2 Intelligence.
  • Advantage on Arcana checks.

However:

  • Disadvantage on Wisdom saving throws..
81-85

Living Battery

You gain immunity to lightning damage.

As an action, you can emit electricity:

  • Creatures within 10 ft take 3d8 lightning damage. (DEX Saving throw DC 15 for half damage)

 Can be used a number of times equal to your proficiency bonus per long rest.

86-90

Near-Perfect Specimen

Choose:

  • One feat.
  • One damage resistance.
  • One skill proficiency.

Permanently gain them.

91-95

Corporate Asset

Compound V fully stabilizes within you.

Choose 2 results between 11 and 85.

96-99

True Supah

Your body reaches terrifying perfection.

  • +2 to all ability scores (maximum 24).
  • Resistance to all damage except psychic.
  • Advantage on all saving throws against spells
100

The Homelander Event

Your power exceeds mortal limits.

Gain:

  • Flight.
  • Laser eyes.
  • Resistance to all damage.
  • Strength becomes 26.

However:

  • The DM secretly tracks an increasing god complex.
  • The character gradually becomes an NPC antagonist.

 

 

 

Notes: Buff, Consumable, Utility Potion, Transforming

Item Tags: Buff Consumable Utility Potion Transforming

Acaustic_red

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