PDA

View Full Version : D&D 5e/Next Expanded Low Level Potions



sandmote
2020-04-26, 01:14 PM
This page on the Hombrewery (https://homebrewery.naturalcrit.com/share/aTSrJaVSw)

There's what, two dozen potions in the 5e books? I wanted some more options of consumables to give a low level party. A lot of them are based on the Oil of Slipperiness, and that people unable to cast would want particular effects for cheaper than the related spell. Also, a lot of performers would want to use magic even if they can't cast.

Draught of Swiftness
Potion, common

For 1 minute after inhaling this potion, you do not provoke attacks of opportunity when you leave a creature's reach. The white fluid spins around the bottom of the container, billowing out as if buffeted by strong winds.

Oil of Combustion
Potion, common

This glowing orange tinted oil contains a blue drop shaped core in the center of the container. The oil can be poured on the ground as an action, where it covers a 10-foot square, or on creature within 5 feet. Objects doused in the oil catch on fire, and a creature doused in the oil must make a DC 12 dexterity saving throw, taking 1d6+1 fire damage on a failed save or half as much on a success.

Oil of Negative Energy Protection
Potion, uncommon

This bright, silvery oil pushes away from other surfaces, including the sides of its container. 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 is immune to diseases, curses, and paralysis inflicted by corpses and undead for 1 hour.

When rubbed on a corpse or other remains as an action, the oil protects the target from decay and becoming undead for 1 month.

Oil of Watershot
Potion, common

This orange oil flows with water, but repels and watery substance from itself. The oil can cover a one weapon or up to 50 pieces of ammunition. Applying the oil takes 1 minute. The affected equipment functions normally underwater for 8 hours while the oil lasts.

When rubbed on another small or tiny object the oil prevents water from seeping in, allowing cases to safely carry objects without getting them wet and preventing water damage for 8 hours.

Oil of Webbing
Potion, uncommon

This white oil leaves behind webbing on the sides of its container. 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 creature can climb difficult surfaces during the next 8 hours, including upside down on ceilings, without needing to make an ability check and any time the creature grapples or is grappled for the duration, the creature making the grapple attempt has advantage on the check and the creature attempting to escape has disadvantage on the check.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the web spell in that area for 8 hours.

Potion of Draketails
Potion, uncommon

When you drink the potion you grow a draconic tail over the next round. The tail lasts for 1 hour, and is strong and flexible enough for you use as a natural weapon. The tail deals 1d6 slashing damage on a hit and has the light property. The potion shifts colors between either that of chromatic or metallic dragons, and scale shapes flash across its surface every few seconds.

If you drink this potion while you have a tail, your existing tail instead grows and changes shape.

Potion of Medusa's Gaze
Potion, uncommon

When you drink this potion, your gaze turns stony for 1 minute. For the duration, if a creature that can see your eyes starts its turn within 30 feet of you, you can force it to make a DC 13 Constitution saving throw if you aren't incapacitated and can see the creature. On a failed save, the creature becomes restrained for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save.

If you see yourself reflected on a polished surface within 30 feet of you and in an area of bright light, you are affected by your own gaze.

Potion of Vigor
Potion, common

You gain temporary hit points when you drink this potion. The number of temporary hit points depends on the potion’s rarity, as shown in the Potions of Vigor table. Whatever its potency, the potion’s pale lavender liquid glimmers when agitated.


Potion Of...
Rarity
THP Gained


Vigor
Common
2d4+2


Greater Vigor
Uncommon
4d4+4


Superior Vigor
Rare
8d4+8


Supreme Vigor
Very Rare
10d4+20

The above potions are intended primarily for combat use. At low levels lets a spellcaster use more features; at high levels gives martials comparatively more utility. Potions of Vigor are of the same rarity as an equivalent Potion of Healing, as they take an equal amount of damage to remove and can't be used to bring an ally above 0 HP.

Draught of Clear Breath
Potion, common

This potion appears as a cloud of silvery air sunken to the bottom of the container. When you inhale it, any air you breath for 8 hours smells and tastes sweet and clean, as does your own breath. While the effect lasts you are immune to the stench of any objects or creatures around you.

Oil of Plant Growth
Potion, common

This brown oil mixes with a bit of water in its container before the two separate out again. Applying the oil to an area of land takes 10 minutes. Plants that grow from this land for 1 year yield twice the normal amount of food when harvested.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, causing plants to erupt, as from the Plant Growth spell.

Potion of Graceful Speech
Potion, common

When you ingest this potion, you instantly feel less nervous. For 1 minute, when you make Deception, Insight, Intimidation, or Persuasion checks, you may reroll one die rolled as part of the check. You can wait until after you roll before deciding to use this ability, but must decide before the DM says whether the roll succeeds or fails.

Potion of Stench
Potion, common

When you drink this potion, you begin to emit a horrible smell for 1 hour. Any other creature that starts its turn within 5 feet of you must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to your stench. The potion's brown liquid churns with all sorts of filth.

Tincture of Addlemindedness
Potion, common
This potion is often included on shelves by alchemists seeking to protect their more valuable potions. An identify spell reveals its true nature. If you drink it you become charmed for 24 hours. While charmed by this potion, you are incapacitated and have a speed of 0.

The effect ends if you take any damage or if someone else uses an action to shake you out of your stupor. Potions I would expect to see regularly made by an alchemist, mostly for sale. Want to improve the garden? Potion. Want to avoid making a fool of yourself when asking for a date? Potion. Want to keep people from stealing your potions? Potion.

Potion of Light Step
Potion, common

When you drink this potion, your jump distance is doubled and you gain advantage on Acrobatics and Athletics checks made as part of a jump. When you fall, you may treat the fall as 20 feet shorter for the purposes of determining fall damage. The potion's sky blue liquid forms waves that break high against the sides of the container, even when held completely still.

Potion of Luring
Potion, uncommon

This pink potion ripples with waves as all times, and music can be heard when you press your ear to the container. for 1 minute after drinking the potion, you can start to sing a magical melody as an action. Every humanoid within 300 feet of you that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until you stop singing. You must take a bonus action on your subsequent turns to continue singing, although you can stop singing at any time. The song ends if you are incapacitated.

While charmed by you, a target is incapacitated and must move on its turn toward you by the most direct route, avoiding opportunity attacks and hazards as it does so. A creature can repeat the saving throw whenever it takes damage and at the end of each of its turns. If a creature's saving throw is successful, the song ceases to effect it.

Potion of Monkey's Grip
Potion, common

When you drink the potion you grow a furry, monkey like tail over the next round. The tail lasts for 8 hours, and can be moved around as an extra limb, although the tail isn't strong enough to deal damage or hold objects heavier than 10 pounds and isn't dexterous enough to use tools or form the somatic components of spells. The potion's orange fluid forms a tiny tendril reaching up out of its surface.

If you drink this potion while you have a tail, your existing tail instead gains the abilities of the potion.

Tincture of Devouring
Potion, uncommon

When you drink the potion you gain the ability to bite through and digest most nonmagical materials for 10 minutes, including metal, stone, and glass, although you cannot gain the benefits of eating anything for the duration. This slimy green potion steams, as if eating through the container, and a metal tooth sits on the bottom. I'd expect the Potion of Fire Breath to come up a lot in performances, so I thought I'd add some more potions with the same theme.