Dnd 5e Dmg Guide Mixing Potions
DMG: Dungeon Master's Guide: E:RLW: Eberron: Rising from the Last War: EGW: Explorer's Guide to Wildemount: GGR: Guildmaster's Guide to Ravnica: GoS: Ghosts of Saltmarsh: ID:RF: Icewind Dale: Rime of the Frostmaiden: IMR: Infernal Machine Rebuild: LLK: Lost Laboratory of Kwalish: LMP: Lost Mine of Phandelver: MOT: Mythic Odysseys of Theros: OoA. 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. A Beginners Resource Guide to D&D 5th Edition - For New Players and Dungeon Masters. New to D&D, Tabletop Gaming Jacob Waterman January 11, 2018 Resources, D&D 5e, Dungeon Masters, Players, Blogs, Podcasts, Articles, Wizards of the Coast 5 Comments. Dungeon Master's Guide (DMG). Similarly, the 6d10 force damage for a botched potion mix does not necessarily equate sitting on a brick of C4 as it goes off. Even though the damage is typed 'force' for the purposes of resistances and weakness, some of the actual 'damage' might be the headache, fuzzy vision, and ringing ears from the explosion. Jul 13, 2020 Dungeons & Dragons. Dungeons & Dragons (DnD or D&D) is a fantasy tabletop RPG originally developed by Gary Gygax and Dave Arneson, and first published in 1974. Today the game is published by Wizards of the Coast. The publication of D&D is considered to be the origin of modern RPGs. All potions from D&D 5th Edition.
5e SRD >Gamemastering >Magic Items >Contents
Oil of Etherealness
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
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.
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 Giant | Strength | Rarity |
---|---|---|
Hill giant | 21 | Uncommon |
Frost/stone giant | 23 | Rare |
Fire giant | 25 | Rare |
Cloud giant | 27 | Very rare |
Storm giant | 29 | Legendary |
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.
Potion of | Rarity | HP Regained |
---|---|---|
Healing | Common | 2d4 + 2 |
Greater healing | Uncommon | 4d4 + 4 |
Superior healing | Rare | 8d4 + 8 |
Supreme healing | Very rare | 10d4 + 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.
Cached
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.
d10 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
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.
Potion Brewing And Ingredient Gathering For DnD 5e | GM Binder
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.
d10 | Result | Remains Effective | Catastrophe3 |
---|---|---|---|
1 | inert mixture one remains fire | ||
2 | inert mixture both/all remains explosion (3d6) | ||
3 | inert mixture new effects (1d3) explosion (6d6) | ||
4 | remains effective increased duration poison gas | ||
5 | remains effective increased potency sleep gas4 | ||
6 | ruins equipment reduced potency stinking cloud | ||
7 | ruins materials side effect acid fog | ||
8 | catastrophe changes state cloudkill | ||
9 | magical, unstable1 changes color rust gas5 | ||
10 | magical, 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.
Potions & Oils – 5th Edition SRD
3 Generally, spell effects are at the lowest possible levels. Saving throw DCs are 14.
Dnd 5e Dmg Guide Mixing Potions Book
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.