Potions

Common

  • healing: 2d4 + 2 healing (50gp)

Uncommon

  • animal friendship: you can cast the animal friendship spell (save DC 13) for 1 hour at will. (200gp)
  • battle: you gain a +1 bonus on to hit rolls, damage rolls from melee and ranged weapon attacks, and a +1 bonus to your armor class.
  • climbing: you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. (100gp)
  • fire breath: you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. (200 gp)
  • greater healing: 4d4 + 4 (100gp)
  • growth: you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). (200gp)
  • hill giant strength: (200gp)
  • ice breath: you can use a bonus action to exhale cold at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the cold three times or when 1 hour has passed. (200 gp)
  • lightning breath: you can use a bonus action to exhale lightning at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the lightning three times or when 1 hour has passed. (200 gp)
  • love: The next time you see a creature within 10 minutes after drinking this, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. (Not sold in any reputable magic shop.) (Not sold in any reputable magic shop.)
  • poison: you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. (Not sold in any reputable magic shop.)
  • poison breath: you can use a bonus action to exhale a cloud of poison at a target within 30 feet of you, filling a 10'x10' area with a poison gas. Targets within the cloud must make a DC 11 Consitution saving throw, taking 4d6 poison damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the poison three times or when 1 hour has passed. (200 gp)
  • resistance: you gain resistance to one type of damage for 1 hour. (200gp)
  • slipperiness: This can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying it takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, it can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. (200gp)
  • water breathing: You can breathe underwater for 1 hour after drinking this potion. (200gp)

Rare

  • celerity: you move 50% faster than normal, and gain a +1 bonus on individual initiative and a +1 bonus to Armor Class. (2500gp)
  • chimeric transformation (Potion): you are polymorphed into a black bear with the head of a panther for 1 hour. (Different potions may grant different animal bases and heads). (2500gp)
  • clairvoyance: you gain the effect of the clairvoyance spell. (2500gp)
  • diminution: you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). (2500gp)
  • etherealness: This can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying it takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. (2500gp)
  • fulmigating: This potion is treated as a potion of poison if inbibed. However, if thrown as a flask of oil, it will explode dealing 3d6 damage to all within 10 feet of it, and 1d6 damage to those within a 20 foot radius. No save. (2500gp)
  • gaseous form: you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. (2500gp)
  • frost giant strength: (2500gp)
  • fire giant strength: (2500gp)
  • heroism: you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). (2500gp)
  • horseman’s: you gain +1 on all attack rolls and saving throws while mounted, and any mount under your command gains these same bonuses. (2500gp)
  • invulnerability: For 1 minute after you drink this potion, you have resistance to all damage. (2500gp)
  • mage blood, lesser: This potion is made from the blood of a magic user of level 4 or lower. It is not consumed, but is smashed on the floor while casting a spell. The target of the spell makes any saves against the effects of the spell with a -1 penalty. (2500gp)
  • mind reading: you gain the effect of the detect thoughts spell (save DC 13). (2500gp)
  • monstrous disguise: this sticky oil can can cover a Medium or smaller creature, and takes 10 minutes to apply to yourself. You make yourself look like a piercer, rust monster, death dog, harpy, ettercap, grick, mimic, peryton, or basilisk. The effect is otherwise as the spell Disguise Self. (2500gp)
  • poseidon's wine: The user gains the benefits of the water breathing spell. This wine is usually found in a larger bottle than most potions, containing 6 ‘doses’ of the potion. (2500gp)
  • shadows: After imbibing this potion, you cast no shadow; instead a shadow replaces your natural shadow and follows your orders, even to the death. It can travel up to 240 feet away from you in pursuit of its orders, and acts on your initiative, immediately after your turn. Any creatures slain by your shadow during this time do not rise as shadows. (2500gp)
  • shadow armor: this metallic oil can cover a Medium or smaller creature, and takes 10 minutes to apply. The affected creature appears to be wearing ornate plate armor, though this armor is only semi-real and provides an Armor Class of 13 plus the creature's Dexterity modifier. The effect lasts for 1 hour. (2500gp)
  • stone giant strength: (2500gp)
  • superior healing: 8d4 + 8 (1000gp)

Very Rare

  • cloud giant strength: (5000gp)
  • elemental bane: These potions are anathema to elementals. Merely having the potion bottle uncorked within 20 feet of an elemental will inflict 1 point of damage per round. Shattering the potion (which can be thrown as a flask of oil) will release a cloud of mist that fills a 20 foot radius and then evaporates nearly immediately. Elementals caught in the area of the mist when it is released are dealt 4d8 damage. There are five types of elemental bane potion, the major elemental bane potion affecting all elementals, and the minor ones affecting only one type of elemental.

    Die Roll (d8) Elemental Bane Potion Type
    1 Lesser – Air
    2 Lesser – Earth
    3 Lesser – Fire
    4 Lesser – Water
    5 Lesser – Wood
    6 Greater – All
    7 Greater – All
    8 Greater – All
  • flying: you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. (5000gp)

  • hero’s heartblood: you gain a +2 bonus on attack and damage rolls, retainer morale goes up by +2, and you and your retainers are all immune to fear. (5000gp)
  • invisibility: When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you (5000gp)
  • longevity: your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. (5000gp)
  • mage blood, greater: This potion is made from the blood of a magic user of at least level 5. It is not consumed, but is smashed on the floor while casting a spell. The target of the spell makes any saves against the effects of the spell with a -2 penalty. (5000gp)
  • saddleborn's draught: you and your mount gain +1 on all attack rolls and saving throws while mounted, as well as the ability to speak with horses, hippogriffs, griffons and pegasi, as per speak with animals. (5000gp)
  • satiety: This potion eliminates the need for food or drink for 1d6 days. You feel neither hunger nor thirst but can still eat or drink if you please. At the end of the duration, there are no ill effects from having not eaten or drunk for the duration. (5000gp)
  • sharpness: This can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying it takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. (5000gp)
  • speed: you gain the effect of the haste spell for 1 minute (no concentration required). (5000gp)
  • supreme healing: 10d4 + 20 (2500gp)
  • vitality: it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. (5000gp)

Legendary

  • storm giant strength: (10,000gp)