Antitoxin
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#1
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The clear liquid in this vial has an off-putting chemical smell when uncorked. The tag continues, "For a shift (or 4 hours), the drinker has advantage on all saving throws made to prevent or end the Poisoned condition on itself."
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Acid
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#2
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This vial contains a highly corrosive, violently bubbly fluid. The tag continues, "On a failed save the target takes 2d6 acid damage. Regardless of the save result, any consecrated terrain within 5 feet of the target is neutralized."
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Dragonspice Mead
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#3
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This syrupy vermillion drink is so spicy it hurts your nostrils. The tag continues, "The drinker takes 1d4 fire damage. Until the end of the drinker's next turn, they have resistance to cold damage. Once within the duration, as a Cast action, the drinker can exhale flames into a 15-foot cone. Each creature in this cone must succeed on a Reflex save or take 3d6 fire damage."
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Alchemist's Fire
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#4
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This vial is filled with a strange and highly combustible substance that ignites if exposed to open air. The tag continues, "The target makes a Reflex save. On a failed save the target takes 1d6 fire damage and is Ignited."
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Everfrost Ale
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#5
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This pale blue fluid is so frigid it makes the vial difficult to hold. The tag continues, "The drinker takes 1d4 cold damage. Until the end of the drinker's next turn, they have resistance to fire damage. Once within the duration, as a Cast action, the drinker can exhale harsh wintery wind in a 15-foot cone. Each creature in this cone must succeed on a Constitution save or take 3d6 cold damage."
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Firecracker
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#6
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This vial is filled with a dark-colored powder that smells burnt. The tag continues, "This produces a loud series of cracks audible up to 1000 feet away. Any creature in a 15-foot square centered on the target must make a Constitution save. On a failed save a creature takes 1d4 thunder damage and can't hear until the end of your next turn."
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Glow Nectar
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#7
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This vial is filled with a fruity-smelling, peach-colored juice. The tag continues, "For a shift (or 4 hours), the drinker sheds bright light out to a radius of 20 feet, and dim light for another 20 feet."
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Holy Water
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#8
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At a glance this vial's contents resemble regular water. The tag continues, "The target makes a Reflex save. On a failure, if the target is a fiend or undead it takes 2d8 radiant damage. Regardless of the save result, any desecrated terrain within 5 feet of the target is neutralized."
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Jitter Juice
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#9
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A neon green fluid bubbles violently in this vial. The tag continues, "While the drinker remains Stuffed, the drinker's speed increases by 10 feet and they have half cover against all attacks, but they cannot maintain Concentration and have disadvantage on all Will saves."
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Liminal Limeade
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#10
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A yellowish-green, citrus-smelling juice is settles in this vial. The tag continues, "The target must succeed on a Will save or flicker in and out of existence before the start of your next turn. As normal, a creature can choose to fail a save. Whenever a flickering creature takes an action, reaction, or bonus action roll a d4; on a 3 or 4 the action is wasted with no effect. Whenever the flickering creature is targeted by an attack or subjected to a saving throw, roll a d4; on a 3 or 4 the attack roll misses or the creature automatically succeeds on its saving throw."
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Lotus Tea
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#11
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A navy blue fluid swirls in this vial, sparkling as if filled with silver glitter. The tag continues, "The drinker either regains an expended 1st-level spell slot, or regains 2 magic points. If the regained slot or points are not used within the next minute, they are lost."
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Magnet Bomb
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#12
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A shiny metallic gray fluid, perhaps mercury, sits within the vial. The tag continues, "The target must succeed on a Reflex save or become magnetized until the end of your next turn. Within this duration, an attack roll made against the magnetized target has advantage if it deals lightning damage or is made with a metal ranged attack. If a magnetized target is wearing or made of metal, it is Slowed."
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Mermaid's Kiss
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#13
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A sweet-smelling cyan fluid swirls in this vial. The tag continues, "For up to a phase (or 10 minutes), the drinker can breathe both air and water, and has both a walk speed and swim speed of no less than 30 feet. This doesn't decrease the drinker's speed if it's greater than 30 feet."
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Monsoon Bottle
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#14
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This bottle appears to be... completely empty. Still, the tag continues, "The target must succeed on a Strength save or be blasted backward by the wind bursting from this vial. On a failed save the target is shoved 10 feet directly away from you, and until the start of your next turn it is Slowed. Regardless of the save result, anything within 5 feet of the target is blasted with momentary strong wind, dispersing effects such as smoke."
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Moonslash Coffee
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#15
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There's a pleasant, enticing aroma of warmth wafting from this velvety fluid. The tag continues, "For a shift (or 4 hours), the drinker has advantage on any save made to prevent or end the Unconscious condition on itself—unless this Unconsciousness is a result of taking damage. The drinker can't benefit from camping this shift."
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Pratfall Potion
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#16
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What the heck. There's just a banana peel in this vial. The tag continues, "The target must succeed on a Reflex save or fall Prone."
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Red Potion
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#17
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This sweet, fizzy fluid swirls vibrantly within its vial. The tag continues, "The drinker regains 2d4+2 hit points."
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Spider Paste
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#18
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A grayish sludge sticks to the sides of the vial. The tag continues, "The target make Reflex save save; a Large creature has advantage on this save, and a Huge or Gargantuan creature automatically succeeds. On a failure the sludge becomes a glue-like residue that binds to and hinders the target, causing it to become Slowed and Exposed to all attacks for up to 1 minute. An affected creature can repeat this save at the end of each of its turns, ending the effect early on a success. Becoming Soaked also ends this effect on the creature."
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Vermillion Minotaur
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#19
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Transparent yellow water fizzes in this vial. A sticker depicting some kind of bull deity is plastered to one side. The tag continues, "The drinker is filled with a sudden burst of magical uplifting energy, gaining a fly speed of 60 feet until the end of this turn. At the end of this turn the drinker must succeed on a mark 10 Constitution save or take 1d4 necrotic damage from the metaphorical crash, perhaps in addition to the literal crash."
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Zombie Draught
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#20
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An icky black syrup clings to the sides of this vial like mud. The tag continues, "The drinker gains 3d6 temporary hit points for up to 1 minute. While these points persist the drinker is Slowed and is Exposed to all attacks."
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