Potion Master
Potion Master
Potion Master
duration, you can cause an unarmed strike made with your head to
deal an extra 1d4 fire damage. Additionally, you can take an action Gargoyle Hooch
to cause the flame on your head to flare up and burst outward, This gray liquid tastes like mud and makes your tongue numb.
dealing 2d4 fire damage to all other creatures within 5 feet of you; Within seconds of swallowing the potion, your skin turns to living
using this ability causes the effects of this potion to end early. stone. For the next hour, you gain a +2 bonus to AC, and your walk-
ing speed is reduced by 5 feet.
Paranoia
When you drink this potion, you gain heightened senses along Elixir of Jipampa
with the sneaking suspicion that you are being stalked. For the When you drink this potion, you can feel your nervous system
next 8 hours, you can’t be surprised. gain a boost of furtive energy from the rabbit spirit, Jipampa. Your
pupils dilate and your reflexes become enhanced. For the next
Incoming! 24 hours you gain a +5 bonus to initiative rolls. Additionally, if a
Upon drinking this potion, you become hyper aware of threats
trigger would allow you to take a reaction, but you have already
from afar and your reflexes snap into action, empowering you to
used your reaction this round, you can choose to take a second
slip out of harm’s way or knock missiles aside. For 1 minute, you
reaction; using this ability causes the effects of this potion to
gain a +2 bonus to AC against ranged attacks.
end early.
Heroism Catspeed
When you drink this glowing red elixir, you gain advantage on
When you drink this potion, you are overwhelmed by a warm
the next attack roll you make within the next 24 hours.
lethargic feeling that rests like a blanket over an intense burst
Slugskin of energy you feel swirling inside of you. Once within the next 24
Drinking this potion makes your skin thick, slippery, and rub- hours when you take the Attack action, you can make two addi-
bery. Spears and sharp objects that would normally pierce your tional attacks as part of that action. Once you do so, the effects of
skin have a hard time getting through this tough texture. For the this potion end. While the potion is active, you gain the ability to
next minute, you have resistance to piercing damage. While the purr like a cat.
potion is active, you can choose to exude a slime trail as part of
Invulnerability
your movement.
When you open this potion, it bursts forth with a symphonic
Thunderbelch fanfare. Until the start of your next turn, you are immune to all
Upon ingesting this fiercely fizzing potion, roll a d4 to determine damage. On your next turn, you can’t move or take actions, as a
the number of rounds before you let forth a thunderous belch wave of lethargy sweeps over you.
of epic proportions. On your turn that round, you must use your
Potion of Rapid Withdrawal
action to release the belch. Each creature other than you within
When you drink this potion, motes of pink light erupt from your
10 feet of you must make a DC 14 Constitution saving throw. On a
body and orbit around you. For 1 minute, whenever you take dam-
failed save, a creature takes 3d8 thunder damage and is deafened
age from a hostile creature, you can use your reaction to teleport
until the end of your next turn. On a successful save, the creature
up to 30 feet to an unoccupied space you can see.
takes half as much damage and isn’t deafened.
Tiny Bubbles
Drinking this pink, bitter-tasting potion, causes hundreds of
small, iridescent bubbles to emerge from your nose and mouth
and fill a 20-foot cube that you can see within 30 feet of you. If the
bubbles are left untouched, they float in place, remaining there for
1 hour. When a creature enters a space occupied by the bubbles
POTIONS