Wild Potion Mishaps Table (5e Other)
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Use whenever two potions are combined, or when crafting a potion goes wrong. Feel free to add in other effects. Each effect lasts for 1 minute at most, unless stated otherwise.
d100 | Effect |
---|---|
1 | Roll twice on the d100, if you roll the same number re-roll one of them |
2 | The potion becomes acidic enough to eat through your potion crafting materials, rendering them useless. |
3 | The potion appears to be a potion of greater healing, but actually does an equal amount of poison damage instead of healing. |
4 | The consumer grows 3d4 inches for the duration. |
5 | The bottle explodes violently, and a genie appears. It disappears after 1 minute. |
6 | Lose 1 level of exhaustion |
7 | Gain 1 level of exhaustion |
8 | Your potion sprays out bubbles in a 10 ft radius, making the area heavily obscured. |
9 | You gain wings for 30 seconds, they give you a swim speed of 30 feet |
10 | You gain flippers for 30 seconds, they give you a flying speed of 30 feet |
11 | The potion becomes flavored water (flavor determined by the DM). |
12 | Roll on the wild magic table, that effect is contained within this bottle for 30 seconds |
13 | Roll on the wild magic table, that effect is contained within this bottle for 1 minute |
14 | Roll on the wild magic table, that effect is contained within this bottle for indefinitely until released |
15 | The consumer makes animal noises for the duration. |
16 | Roll on the barbarian wild magic table |
17 | The potion becomes a drink listed in the D100 List of Tavern Drinks |
18 | You have an astral projection experience, the DM may choose an effect that happens ontop of the spell Astral Projection; Dream, Augury, Legend Lore |
19 | The potion acts as a potion of poison. |
20 | The potion turns into tree sap |
21 | The potion acts as the spell Fog Cloud |
22 | Your sense of sight increases, you gain ranged attack rolls and advantage on other rolls that involve sight for 7 minutes |
23 | Your sense of hearing increases, you gain advantage on rolls that involve hearing for 6 minutes |
24 | Your sense smell increases, you gain advantage on rolls that involve smell for 8 minutes |
25 | Your sense of touch increases, you gain advantage on melee attack rolls other rolls that involve touch for 5 minutes |
26 | Your sense of taste increases, you're able to instantly identify anything just by its taste alone |
27 | Remove two conditions affecting you, but a random one begins affecting you |
28 | The potion becomes a random potion of equal rarity. |
29 | The potion becomes a random potion of lesser rarity. |
30 | The potion becomes a random potion of one greater rarity. (Calculate via average rarity of ingredients) |
31 | The bottle explodes, dealing 1d4 piercing damage to you |
32 | The potion sets you ablaze, dealing 1d8 fire damage at the start of each of your turns until you use an action to put it out. |
33 | The drinker's hands become paws like a wolves. You deal 1d4 slashing damage and everything but dashing becomes difficult terrain |
34 | The drinker's hands become hooves like a elk's. You deal 1d6 bludgeoning damage, and everything but jumping becomes difficult terrain |
35 | The drinker's hands become tentacles. They can still grasp and hold as normal. |
36 | The Consumer sweats uncontrollably for 1d4 minutes, possibly hindering vision |
37 | The Consumer sweats uncontrollably for 1d6 minutes, likely hindering vision |
38 | The Consumer sweats uncontrollably for 1d8 minutes, most likely hindering vision |
39 | The Consumer sweats uncontrollably for 1d10 minutes, hindering vision |
40 | The Consumer sweats uncontrollably for 1d12 minutes |
41 | The potion reduces one of your ability scores by 4, no lower than 3. |
42 | The potion increases one of your ability scores by 4, no higher than 24. |
43 | The concoction bubbles violently, spilling out over the top, dealing 1d6 acid damage to you every turn until you use an action to wash it off with a water skin or some other source of water |
44 | You learn a random fact about something. You forget it after a minute and can't tell anyone. |
45 | The potion increases one ability score by 2 at random, no higher than 24. |
46 | If drunken, after ten minutes, take 1d12 poison damage and make a DC 14 Con save to throw up the potion, if succesful, you're safe, if failed take another 1d6 every minute, the DC getting lower by 1 every minute |
47 | Gain immunity to poison for the next 48 hours |
48 | The potions explode, dealing 1d6 force damage within a 10 ft radius. |
49 | Gain immunity to acid for the next 36 hours |
50 | Your voice booms, causing creatures within 5 ft of you to take 1d6 thunder damage every time you speak. |
51 | Your speed doubles for 1 minute |
52 | You move at half movement speed for 1 minute |
53 | A random ooze creature of CR 1d4 or below appears within 5 ft of you. |
54 | You black out and awaken 1d4 hours later (if drunken) with 1d10+cha mod Temp. HP |
55 | The consumer gains a bubble breath attack. Within a 15 ft cone, they can make an area lightly obscured until the start of their next turn. |
56 | You grow one size larger and when you walk, the space behind you becomes difficult terrain |
57 | The potion becomes blinding. Every creature within a 10 ft radius must make a Constitution saving throw against your own save DC. If you have no save DC, the DC is 8 + your proficiency bonus. On a fail, the creature is blinded. |
58 | The potion turns into a bottle of ink |
59 | The potion forces the creature to make a Constitution saving throw against your own save DC. If you have no save DC, the DC is 8 + your proficiency bonus. On a fail, the creature is deafened. |
60 | The potion turns into a bottle of holy water |
61 | The consumer gains 1d10 temporary hit points until you finish your next short or long rest. |
62 | The potion turns into a Lycanthropy Antidote |
63 | Upon consumption, a random condition is added for the duration. |
64 | Upon consumption, a random condition is removed for the duration. |
65 | The potion becomes inflammable oil |
66 | The potion turns into a bottle of ectoplasm, very valuable in the right hands |
67 | You gain hooves, you now have a burrow speed of 30 feet |
68 | You have claws, you now have tremor sense of 30 feet and a claw attack of 1d6 slash or 1d6 piercing |
69 | Your voice swaps pitch. If it is low, it becomes high, and vice versa. |
70 | The potion becomes a mummy rot antidote |
71 | The potion becomes a cure for Aboleth sickness |
72 | The drinker is cured of all affects and restored to full HP |
73 | The drinker contracts a minor form of a disease, determined at random. It is no more than a nuisance. |
74 | The potion becomes a Thessaltoxin Antidote |
75 | The potion transforms you into a random creature of CR 0. |
76 | The potion transforms you into a random creature of CR(1/8) or lower. |
77 | The potion transforms you into a random creature of CR(1/4) or lower. |
78 | The potion transforms you into a random creature of CR(1/2) or lower. |
79 | The potion transforms you into a random creature of CR(1d2) or lower. |
80 | The potion transforms you into a random creature of CR(1d4) or lower. |
81 | The potion transforms you into a random creature of CR(1d6) or lower. |
82 | The potion transforms you into a random creature of CR(1d8) or lower. |
83 | The potion transforms you into a random creature of CR(1d10) or lower. |
84 | The potion transforms you into a random creature of CR(1d12) or lower. |
85 | Roll a die. The skin of the consumer either whitens (odd number) or blackens (even number). |
86 | Roll a die. The skin of the consumer either turns red (odd number) or turns blue (even number). |
87 | Roll a die. The skin of the consumer either turns green (odd number) or turns yellow (even number). |
88 | The consumer becomes unable to knowingly cause harm to others. |
89 | The potion solidifies and weighs 1000lbs |
90 | The bottle spits out the ingredients |
91 | The potion turns into a mimic. ROLL INITIATIVE |
92 | The bottle glows when uncorked at night from 10pm to 8:30am |
93 | The consumer is forced to constantly punch the nearest creature for the duration. (The consumer must make unarmed strikes.) |
94 | You become 3d4 inches taller. |
95 | Your alignment changes. Roll a d10 for your alignment. 1 equals unaligned, 2 equals lawful good, 3 equals neutral good, 4 chaotic good, 5 chaotic neutral, 6 true neutral, 7 lawful neutral, 8 lawful evil, 9 neutral evil, 10 chaotic evil. Ignore the result if you are already that alignment and re-roll. |
96 | The consumer becomes 3d4 inches shorter. |
97 | The potion expands, producing enough overflow to fill 1d4 more bottles. |
98 | You can instantly cast a spell of 3rd level or lower, determined by the DM. |
99 | You can instantly cast a spell of 6th level or lower, determined by the DM. |
100 | The potion becomes inert. |
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