Wondrous Item, rare

A seemingly simple leather pouch often worn by Alchemists and Apothecaries, and contains 5 glass vials. The big difference is that after pulling a vial it becomes one of the one hundred rand potions that it can contain. A being can pull five vials a day and at dawn five more will appear, the previous vials that have been pulled remain, however they can not be sold but can be traded within a party. roll 1d100 and refer to the table:

 

1d100 Roll

Potion Produced

Potion effects

 

 

 

1

Carrion Crawler Slime

Explosive slime, akin to nitroglycerin

2

Bone Juice

You regain 4d6 + 4 hit points when you drink this potion but incapacitates the user for 1d4 minutes with debilitating pain.

3

Comrade’s Vodka

There is vodka, there is Slavic vodka, then there's this shit. Don't forget, you do not need to aim, the hand of Stalin guides your shot... for 5 d20 minutes, all damage is tripled, but all actions are disadvantaged. Shhhhh... do not fear, comrade, for Stalin is the one holding the dice!

4

Can-O-Rage

An EXTREMILY AWESOME liquid sealed in a metal canister. Causes rage for 1d8 minutes, and all attacks to deal thunder damage. JUST POP THE TAB AND START THE FIREWORKS!!!! [EPIC AIR GUITAR SOLO]

5

Blink Potion

The consumer of this potion gives them one use of the spell Blink

6

Greater Potion of Healing

The consumer regains 4d4 + 4 health

7

Potion of Tremor Sense

The consumer gains the ability of Tremor Sense for 1d100 minutes

8

Potion of Gaseous Form

The consumer experiences the effect of the spell Gaseous Form instantly upon drinking this potion

9

Potion of Haste

The Consumer is granted the ability of Haste

10

Sea Water

It’s Sea Water, what did you expect?

11

Blood

It’s great for vampires or spells, you’re pretty gross if you drink this

12

Peppermint Tea

It’s full of antioxidants! Gives advantage in saving throws against poisons and toxins

13

Peppermint Tea (Poisoned)

Get poisoned fool! This typically healthy brew has been tainted with Midnight Tears

14

Honey Mead

A delicious amber liquid of sweet heady liquor

15

Telekinetic Wine

An opaque fluid that is a cloudy black color, oddly you can’t pour it out. To drink it one must focus upon the fluid and will it to stream into their mouth, upon which the drinker can choose what it tastes like.

16

Potion of Insight

The consumer of this liquid is granted an advantage on any insight check for 1d4 hours

17

Potion of Growth

Causes the drinker to grow one size. Ie: Medium to Large, or Small to Medium

18

Potion of Invisibility

When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

19

Potion of Speak with Animals

You gain the ability to comprehend and verbally communicate with beasts for 1d100 minutes

20

Potion of Telepathy

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane or 24 hours passes.

21

Staut of Saintly Speech

You lose the ability to lie or tell falsehoods for 1d6 hours, enjoy you thieving rogues!

22

Potion of Wisdom

You gain +1 to Wisdom for 1d4 hours, and granted the following sage advice: “Stop drinking random shit, you idiot!”

23

Potion of Long Rest

It’s like sleep in a bottle! The kids call it 8 Hour Energy! You are given all the benefits of a long rest, however, if you fail to take a long rest within 1d6+10 hours you suffer Exhaustion level 1

24

Potion of Luck

For 24 hours you can reroll any natural 1 OR you can be granted crital success on a 19

25

Pint of Halfpint

You are shrunk to half of you size your equipment shrinks to fit but all weapons and attacks deal half damage

26

Gummy Grog

Congrats! All your teeth fall out, and uncomfortably regrow quickly after 24 hours

27

Draught of Random Shouts

Hopefully you weren’t planning on being sneaky! For the next 24 hours you will randomly scream at the top of your lungs.

28

Staut of Stoneskin

This potion turns your flesh as hard as stone. Until the effect ends, you have resistance to nonmagical bludgeoning, piercing, and slashing damage as well as +2 to your AC.

29

Philter of Random Form

You take the form of a random creature that has a CR of 5 at most, this is to be determined by the DM

30

Potion of Liars Tongue

Let the accusations fly! You can only tell lies for the next 1d6 hours

31

Potion of Changing Race

For 1d4 days your appearance appears to be that of a random race or subrace, enjoy being tall you Halflings and Gnomes

32

Brew of the Babelfish

You gain the ability to understand any spoken language, you however do not have the ability to speak them if you did not beforehand

33

Brew of Urging Friendship

You are overcome with the desire to befriend a random member of your party, just don’t get frisky!

34

Philter of Euphoria

You are filled with a unstopping sense of euphoria for 1d4 hours, and during which you have disadvantage against wisdom saves

35

Philter of Foreshadow

Your mind is filled with the images of things to come, its annoyingly vague and cryptic

36

Brew of Baldness

It does what it says on the tin. You’re bald for the next 1d4 days

37

Potion of kleptomania

For the next 24 hours you are stricken with sticky fingers! Not literally of course, you just find yourself driven to steal from your companions and must make a DC12 Wisdom saving throw to try and stop yourself from robbing anything of moderate value that you come across

38

Spiced Tea

It’s a lovely cup of tea! It gives you resistance to Cold for 1d8 hours!

39

Philter of Courage

For the next 2d4 hours you are unable to be frightened and have advantage against madness. And you can finally ask that guy/girl out!

40

Brew of Great Flavor

Everything you eat or drink for the next 24 hours tastes amazing!

41

Staut of Songspeak

You find yourself only able to talk in rhymes and song for the next 1d12 hours

42

Tonic of Liquid Feast

A mouthful of this liquid leaves you feeling satisfied and fills your mind of the best meal you have ever eaten

43

Philter of Anti-Depressant

I’ll let you guess what it does. It lifts all those worries from your head, and you find that you are sure footed along the path you have chosen, as such you have advantage against be persuaded and gain advantage in persuading others!

44

Ichor of Resurrection

If your fail mortal frame is destroyed within 1d6 hours of drinking this then you will find yourself awakening in a new physically form identical to your last at a random location on the material plane

45

Elixir of a God’s Touch

Your next roll is a automatic success, for fun the DM can tell you that nothing happens and have you roll for whatever it is anyway.

46

Vial of False Death

For 1d4 hours you appear to be dead to any form of investigation. Except for the fact that you are probably up walking around and talking

47

Draught of Cure All

Any Bards will be happy to know that all their STI’s are now gone, along with any other illness. This does NOT remove curses or reverse any damage caused by medical problems

48

Brew of Wild Magic

For the next 1d4 hours every time you use magic you have a 50/50 chance of it causing Wild Magic Surges. If you don’t use magic than every attack you attempt roll 1d4 and on 1 you cause a Wild Magic Surge.

49

Potion of the One Leafed Clover

You are struck with horrid luck and now it seems as if life has become pass or fail for the next 1d100 minutes. For any action flip a coin, Heads you succeed and Tails you fail

50

Philter of Irresistible Charm

For the next 24 hours you have an additional +3 to Charisma checks and saves, and every time you enter a room people take notice

51

Draught of Artisan’s Skill

For 1d6 days you are struck with a muse and have gained expertise in one instrument or artisan’s tool

52

Tonic of Rejuvenation

Congrats Bub, you gain 10d6+15 health and find that the damage you have accrued over the years of adventuring have begun to heal perfectly. Missing fingers regrow and scars fade.

53

Concoction of Cleanliness

For 1d10 Hours everything you touch is magically wiped clean, you also are cured of any disease or parasite you are suffering from. Great for preventing and fixing infections from all those sword wounds.

54

Tonic of Possession

When you drink this potion, you can cast a dominate spell (save DC 15)

55

Vial of Hawks Flight

You are granted the power of flight for 2 days, enjoy the views!

56

Ichor of Tracelessness

You are a ghost, untraceable and unseen. Any attempts to track you must surpass a 15 check and at disadvantage

57

Ichor of the Incorporeal

For 3d20 minutes you can pass through any solid object with a thickness less than a foot

58

Elixir of Tracking

You have advantage in tracking and investigation for 1d6 hours

59

Potion of Owl’s Wake

For the next 2 days you have improved perception at night and have no trouble staying up through the nights, this includes magical sleep.

60

Brew of Beauty

For 1d100 hours your appearance has melded into one of true ethereal beauty, you have+2 to Charisma and advantage on Persuasion and nonviolent Interrogations

61

Tonic of Thick Tongue

Your Tongue is Dummy Thicc, you have a hard time talking and suffer -2 to Charisma

62

Juice of Schadenfreude

For 1d4 hours every point of damage dealt by an enemy is also dealt back to them

63

Elixir of Necrotic Resistance

You have resistance to necrotic damage for 1d6 hours

64

Vial of Death Curse

If you die or roll a critical fail on a death saving throw you can throw all your will into a casting Power Word Kill against one target

65

Draught of Fame

For the next 1d4 Months you are “blessed” with widespread fame, this could be for some rumored heroic action or some heinous act. Enjoy the attention

66

Tonic of Atomic Clock

You know exactly what time it is at the time of drinking this tonic

67

Draught of Disguise

Drinking this allows you to cast Disguise Self up to 3 times at will within the next 1d6 hours

68

Ichor of True Form

Upon drinking this all illusions and disguises fail and the drinker’s true appearance is revealed, great for testing a possible shapeshifter

69

Brew of Arcane Power

You are granted 3 level 3 spells to be used within the next 24 hours

70

Riddle-be-Gone

You are struck with a random though that grants the answer to some future riddle or puzzle, for best results it should be the next puzzle you come across

71

Potion of Glow

Your body gives off a strong pale-yellow glow and shed dim light for 60 feet when you are in the dark. Like the best character in Sky High

72

Vial of Age

For the next 1d6 days you appear visibly older, sadly your joints also ache

73

Vial of Youth

For the next 1d6 days you appear considerably younger

74

Brew of Utter Hatred

You find one of your party members endlessly infuriating, maybe it’s the way they chew when you all sit down for dinner, or its maybe it’s their grating laugh. Enjoy this growing hatred for the next 1d20 hours!

75

Brew of Blessed Weapon

For 1d4 hours any weapon you use is treated as blessed or magical

76

Tonic of Acid Resistance

For 1d12 hours you have Acid Resistance

77

Brew of Goats Trek

You find it easy to traverse any rough terrain for the next 1d12 hours

78

Philter of Climbing

You have doubled your climbing speed for 1d4 hours

79

Tonic of Glimmering

Makes the user and its gear instantly clean and as good looking as possible, repairing any damage it has sustained

80

Tonic of Sex Change

For 1d100 hours you swap genders, enjoy a few days of exploration and discovery

81

Tonic of Night Vision

You have near perfect Night Vision for 240 feet for the next 10d10 hours

82

Brew of Bodyguard

Creates a spectral bodyguard for 1d12 hours who obeys orders. The Bodyguard has half the HP as you and equal stats.

83

Vial of Visibility

You have disadvantage on stealth checks but advantage when distracting

84

Philter of Might

For the next 1d4 hours you can only give vague, and indecisive answers. Everything you say can be filtered down to “Maye….” Or convoluted and puzzling logic, because you didn’t not not not not steal the king’s crown….

85

Tonic of Marksmanship

You have a +3 to any ranged attacks you make for the next 1d12 hours

86

Philter of the Swordsman

Any attack rolls with a melee weapon is granted a +3 for 1d12 hours

87

Draught of Wall Walking

For 1d100 minutes you can walk on walls as easily as walking across and empty room

88

Elixir of Eagle Sight

Those who imbibe this drink find that they have advantage on perception checks and can’t be surprised.

89

Brew of Immobile Immunity

You are graced with Invulnerability for the next hour if you don’t move, if you do you can take damage but once you stop you are invulnerable again.

90

Draught of Waking Dreams

After drinking this you suffer visual hallucinations for the next 1d6 hours

91

Philter of Gracefulness

For the next 1d4 hours you have an additional +2 to any Dex checks

92

Philter of Peace

You are overcome with a sense of inner peace for the next 1d6 hours and have the innate ability to talk anyone out combat

93

Tonic of Horrifying Appearance

For 1d100 hours your appearance has melded into one of horror, you have -2 to Charisma and disadvantage on Persuasion and nonviolent Interrogations but advantage at intimidation

94

Philter of Performance

For the next 2d6 hours you have +2 on performance checks and advantage

95

Philter of Preservation

The bottle carries a small label that say’s “Do Not Drink!” when poured over an object it preserves it perfectly for the next 5d10 hours

96

Draught of Flame Breath

You have the ability to use Dragon’s Flame Breath once within 24 hours

97

Philter of Understanding

You are more receptive to other people’s perspective, as such you have disadvantage against being persuaded or tempted

98

Potion of Nightmares

The next long rest you take will be fraught with nightmares and dark visions

99

Ale of Animal Friendship

You create a loyal bond with a nearby animal, it has a level of nonverbal communication with you and stays with you along your journey.

100

Potion of Midas’ Luck

You find twice as much gold as you would have for the next 1d4 days and will often find coins in the gutters or dirt

Caliban_Ramaloft

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