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.

Wild Potion Mishaps
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.
5.00
(one vote)

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