Rogue
Base Class: Rogue

Potion Junkies are designed to be creative and resourceful, rather than having the right tool for the job, they make do with what they have. personality wise, Potion Junkies are obsessed with, and chronically addicted to potions, I'll leave the why up to you, maybe they like the effects, or the feel of the magic going through them, maybe they just like the taste, who knows, but at this point they're too far gone to stop. In terms of gameplay, junkies make excellent all-rounders, and can provide support to others, from healing, to buffing, and while its best not to rely on them for any role other than one appropriate for a rogue, Junkies are adaptable, and how else they fit into a party comes down to how you use your potions, and which potions you have at a given time (more on that later).

Important: the definition of "Potion" as far as this subclass goes means any liquid with magic properties that effect objects or creatures that interact with it.

Potion Grabber

Every short rest, you can procure potions up to your dexterity modifier (potions gained through other means don't effect this limit). When getting potions, if you had potions left over from the last short rest, you can either keep them or get rid of them to get new ones. To get potions, you roll a die, the type of which is determined by your rogue level, and gain the potion on the table below that matches the roll. If you roll a number that lets you get more than one potion, only one effects the limit. The type of die is the one closest to your rogue level, rounding up. (Example: you are level 5, so you would roll a d6, level 17, a d20)


  1. potion of healing (common)
  2. potion of climbing or oil of slipperiness
  3. potion of resistance
  4. potion of poison
  5. potion of water breathing or potion
  6. philter of love
  7. greater potion of healing, elixir of health, or two potions of healing (common)
  8. oil of etherealness
  9. potion of growth or potion diminution
  10. potion of gaseous form
  11. potion of giant strength (frost or stone)
  12. superior healing potion or two greater potions of healing
  13. potion of clairvoyance or potion of mind reading
  14. potion of flying
  15. potion of invisibility
  16. potion of invulnerability and potion of heroism
  17.   supreme potion of healing, potion of vitality, or two supreme potions of healing
  18. oil of sharpness
  19. greater potion of invisibility or potion of invisibility and potion of speed
  20. A potion of your choice below legendary rarity.

Notes: 

 oil drinking: you can drink oils, (ex; oil of sharpness), these potions aren't really meant to be drank so the effects don't always work as planned, their exact effects on you can vary, and I encourage getting creative (ex; you could drink oil of sharpness, and you gain claws that gain the effects of the oil) because many oils don't have durations, the effects are permanent until you drink another oil with a indefinite duration, gaining the effects of the new potion.

adding potions: the potions on the table are only from the DnD Beyond basic rules, i encourage you to use potions of your own and add them to the table, that being said, i recomend abiding by the following rules when adding potions:

  •  No potions of legendary rarity
  • Don't alter the table during a session of play
  • Only use potions (A liquid with magical properties that effect creatures or objects that interact with it. Another good way to check when in doubt is to check if it is a single use magic item, and the item is the liquid itself, not the container or the like).
  • Put higher rarity potions higher on the list.
  • if you replace a potion on the base list with one that isn't, try to choose one that can be gained on multiple rolls (like potions of healing or invisibility)

Withdrawal, Relapse, and Temperance

If you go 12 hours without drinking (your dexterity modifier - your constitution modifier) potions, you gain the following effects: 

  • 1 level of exhaustion (please don't use the 2014 version of the condition)
  • A random magical effect
  • Your character acts noticeably different in some way, jittery, depressed, etc. (try to make it fit with your character's personality if you can)

The magic effect ends after an hour or after drinking a potion and the exhaustion and behavior ends 30 minutes after drinking a potion.

Magic effects (roll d6) if you roll 4-6 you lose the exhaustion

  1. Become charmed by the nearest creature you see
  2. Become frightened by the nearest creature you see
  3. Become unable to make any noise with your mouth
  4. You can make yourself shed dim light 15ft. Around you, no action is required to start or stop glowing.
  5. You can give yourself the effects of the water breathing or levitation spells (your choice)
  6. Gain a spectral hand that acts like the mage hand cantrip, except if it goes over 30 ft. Away from you it disappears and reappears next to you

Relapse (you drank a potion during withdrawal, or a potion of legendary rarity at any time): you only have to drink one potion to avoid getting withdrawal until your next short rest.

Temperance: you can be under the effect of two potions without unintended side effects. this becomes 3 at level 13

Stage Progression

Your obsession with potions has evolved from an addiction into something magical, granting the following benefits:

Potion sense: you know the exact location of any potion within 80ft. Of you. This upgrades to 120ft. At level 13.

Rationing: twice per short rest, when you use a potion, you can choose to only use half of the potion, allowing you to use the potion again. doing this halves the duration and, if any, the damage.

"Water" weight: potions have no effect on your encumbrance limit.

Magical interference: spellcasters targeting you with a spell have disadvantage to maintain concentration. At rogue level 10, you gain advantage on intelligence, wisdom, and charisma saves to defend against a spell.

Seasoned Addict

Your experience with potions grants you even more benefits: 

Quick sip: once per turn you can drink a potion without using an action, you can't use other potion based abilities (like share the wealth) when drinking a potion this way.

Share the wealth: when you drink a potion, you may choose to additionally give the effect to up to 3 willing creatures within 15ft. Of you. You have three charges of this and use one for every creature (so if you gave it to two creatures you would use two charges) you gain an extra charge at player level 17 and one more after that at ROGUE level 20. You regain 1 charge at dawn.

 Sustenance: drinking a potion grants temporary hp equal to your rogue level, if you already have temporary hp, divide this in half and add it to the score. Additionally, drinking a potion let's you go the rest of the day without needing water.

Determined: you gain advantage on any check or save that would result in you gaining a potion on success.

Coating (cunning action, 1d6 cost): you can add a potions effects to your attack, causing the target to take a constitution saving throw or gaining the potions effects on a fail. Additionally, you can target an ally with this, when targeting an ally, you don't need to be sneak striking, and you only deal the weapons modifier in damage.

The Good Stuff

You've learned how to get some of the most potent potions out there, once per long rest, you can give yourself one of the following potions:

Potion of insanity: when a sentient creature drinks this Potion, they temporarily lose their sanity for 24 hours, or until they receive magic healing. The Potion is impossible to describe and causes discomfort to look at.

Potion of regeneration: at the start of your turn roll your highest class levels hit die and heal for that much, lasts for 1 hour. The potion is a very pleasant pink color.

Potion of sating: the drinker does not need food or drink for a week. The potion is the color of the viewer's favorite food.

Potion of omniscience: the drinker gains 60ft. Of darksight, is immune to the blinded condition, and knows the location of all creatures and objects of magical nature within 120ft. The effects last for 30 minutes. The potion is a clear green with a magic eye inside that all viewers perceive as staring at them.

Potion of shifting: the drinker gains the effects of the shapechange spell for 24 hours, additionally, if the same creature drinks 3 of these potions within 1 minute without using the effect, the next form they take is made available to them at all times, regardless of the duration of the potion. The potion is swirling with mainly natural, earthy colors (brown, green, etc.) As well as other, brighter colors (red, blue, yellow, etc.) and the colors change to match the surrounding environment. 

All of the potions here are considered legendary, and while it's possible, the odds of finding a merchant that knows what they are and can afford them is unlikely, so attempting to sell them is difficult.

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