Dnd 5e Dmg Guide Potions

Potion, common

Dnd 5e dmg guide potions spells

This magical, red fluid in a vial appears to be a potion of healing, and an identify spell reveals it to be such. However, it is actually a very unstable concoction of violent magic sealed in a vial, disguised as a red liquid.

Cursed. When a creature drinks the potion in the vial, the violent magic unleashes within the creature's insides, causing a silent but deadly chain of effects that deals the creature 3d6 force damage. This damage ignores the creature's resistance or immunity, if it has any. Drinking or administering a potion takes an action.

As an action, you can splash the potion onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature of object, treating the potion as an improvised weapon. On a hit, the target takes 1d6 force damage as the magic makes a tiny yet fascinating special effects that shines dim light over the target for a split second.

5e SRD >Gamemastering >Magic Items >

Contents

Oil of Etherealness

The problem with the potion-making rules is, they're ambiguous. If you follow the Magic Item crafting rules on p. 129 of the DMG, and you want to make a Potion of Invisibility (classed as a 'Very Rare' item), it will cost you 50,000 g.p., and take you 2000 sic days to brew.If you follow the stipulation on p. 135 that one-shot items have half the cost of permanent items, that doesn't change. See, in the Dungeon Master’s Guide it states on page 129 that: a character might need alchemist's supplies to brew a particular potion. Well, last time I checked a potion of healing is a particular potion. Though, Xanathar’s Guide to Everything on page 79 and 82 states. Thanks again for calling this out. We decided to redo how the Healing potions showed up. You now use just the Healwell fruit to create any of the healing potions. I added in the DMG potion table to show how this is done. Basically you use 14,28,42,56 harvested fruits to brew any of those potions (healing, greater, superior, supreme). Potion-DMG: Potion of Flying: Potion-DMG: Potion of Giant Strength (Cloud) Potion-DMG: Potion of Healing (Supreme) Potion-DMG: Potion of Invisibility: Potion-DMG: Potion of Longevity: Potion-DMG: Potion of Possibility: Potion-EGW: Potion of Speed: Potion-DMG: Potion of Vitality: Potion-DMG: Ring of Regeneration: Ring: Attuned: DMG: Ring of Shooting Stars: Ring: Attuned: DMG: Ring of Telekinesis: Ring. These 34 pages provide a detailed guide to the trade of alchemy for D&D 5e, going well beyond rules on dice rolls and lists of potions. This is a textbook on the science of mixing ingredients containing the right essences, which allows improvisation in potionmaking, discovery of new ingredients and invention of brand new potions.

Potion, rare

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil 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 the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.

Oil of Sharpness

Potion, very rare

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Oil of Slipperiness

Potion, uncommon

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil 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 the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil 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.

Philter of Love

Potion, uncommon

Dnd 5e Dmg Guide Potions 5e

The next time you see a creature within 10 minutes after drinking this philter, 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.

This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Potion of Animal Friendship

Potion, uncommon

When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will.

Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

Potion of Clairvoyance

Potion, rare

When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

Potion of Climbing

Potion, common

When you drink this potion, 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. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Potion of Diminution

Potion, rare

When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

Potion of Flying

Potion, very rare

When you drink this potion, 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. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Dnd 5e dmg guide potions 5e

Dnd 5e Dmg Guide Potions Wow Classic

Potion of Gaseous Form

Potion, rare

When you drink this potion, 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. This potion’s container seems to hold fog that moves and pours like water.

Potion of Giant Strength

Potion, rarity varies

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

Type of GiantStrengthRarity
Hill giant21Uncommon
Frost/stone giant23Rare
Fire giant25Rare
Cloud giant27Very rare
Storm giant29Legendary

Potion of Growth

Potion, uncommon

When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Potion of Healing

Potion, rarity varies

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

Potions
Potion ofRarityHP Regained
HealingCommon2d4 + 2
Greater healingUncommon4d4 + 4
Superior healingRare8d4 + 8
Supreme healingVery rare10d4 + 20

Potion of Heroism

Potion, rare

For 1 hour after drinking it, 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). This blue potion bubbles and steams as if boiling.

Potion of Invisibility

Potion, very rare

This potion’s container looks empty but feels as though it holds liquid. 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.

Potion of Mind Reading

Potion, rare

When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.

Potion of Poison

Potion, uncommon

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, 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.

Potion of Resistance

Potion, uncommon

When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.

d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder

Potion of Speed

Potion, very rare

When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.

Potion of Water Breathing

Potion, uncommon

You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Dnd

Potion Miscibility (3pp)

Older editions of this game introduced the idea of mixing potions and random results from doing so. Below are some optional rules from another publisher for doing just such a (crazy) thing.

Table: Potion Miscibility
d10ResultRemains EffectiveCatastrophe3
1inert mixture one remains fire
2inert mixture both/all remains explosion (3d6)
3inert mixture new effects (1d3) explosion (6d6)
4remains effective increased duration poison gas
5remains effective increased potency sleep gas4
6ruins equipment reduced potency stinking cloud
7ruins materials side effect acid fog
8catastrophe changes state cloudkill
9magical, unstable1 changes color rust gas5
10magical, stable2 changes activity demon summoned6

1 Turns inert in 2d10 minutes unless used.

2 Permanent item. You may make up something entirely new – such as a nugget of silvery material that turns a pool of water into glass, a balm that ignites when mixed with blood, dust which causes cold damage, etc.

3 Generally, spell effects are at the lowest possible levels. Saving throw DCs are 14.

4 Equivalent to sleep.

5 All iron items in a 20 foot area need to roll a generic DC 14 saving throw or rust to uselessness. Creatures carrying or wearing such items may make a DC 14 Dexterity saving throw for their items.

6 Guardian DemonsII are highly recommended.