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Potions Master

Everyday Remedies & Tonics

Ache & Ague Relief – 1 sp per dose
A dull brown syrup in a tiny corked bottle; tastes like bitter honey and herbs.
Effect: Eases minor pains and fever for 1d4 hours (no HP restored, just comfort). Great on long marches or after a rough beating.

Insect Repellent & Bite Relief – 1 sp per tin
A chalky salve that smells faintly of smoke and lemons.
Effect: When rubbed on exposed skin, it repels tiny biting insects for 1d4 hours and soothes existing bites.

Anti-Diarrheal Draft – 5 sp per bottle
Cloudy tan liquid in a stoppered vial.
Effect: Cures non-magical diarrhoea after 3d20 minutes. Often sold with a very serious warning label.

Sleep Aid – 5 sp per bottle
A soft, floral draught that makes your eyelids heavy.
Effect: Makes it much easier to fall asleep; for 1d4 hours you rest deeply (DM may rule you’re harder to wake, and that magical sleep is harder to resist).


Travel & Protection

Water Purification Drops – 25 gp per vial (100 drops)
A faintly glowing blue liquid with a sharp mineral scent.
Effect: One drop cleans 1 pint of non-magical water, removing mundane diseases and contamination.

Theki Root – 3 gp per dose
Twisted dried root, chewed or brewed as tea.
Effect: For 8 hours, you gain advantage on saving throws against poison or ingested toxins.

Muroosa Balm – 10 gp (sun jar) / 50 gp (combat jar)
Thick pale paste in a clay pot, smelling of smoke and herbs.
Sun use: A light coat helps prevent sunburn for a full day.
Combat use: After 1 minute of heavy application, you gain resistance to fire damage for 1 hour (uses about a quarter of a jar).


Odd Herbs & Alchemical Curiosities

Olisuba Leaf Tea – 25 gp per dose
Dark, leathery leaves that brew into a bitter, powerful tea.
Effect: If drunk during a long rest, you reduce exhaustion by 2 levels instead of 1 at the end of the rest (to a minimum of 0).

Willowshade Oil – 75 gp per vial
Midnight-blue oil that clings to the glass.
Effect: If applied to a creature petrified within the last minute, the petrified condition ends at the start of that creature’s next turn.


Dangerous Delights

Soothsalts – 150 gp per dose
Crimson crystals taken like lozenges; stain the mouth red.
Effect: For 1d4 hours, you gain advantage on all Intelligence checks.
Side Effect: After each dose, make a DC 15 Con save or gain 1 level of exhaustion.

Blight Ichor – 200 gp per dose
Sickly green liquor that faintly glows.
If living: For 1 hour, you gain advantage on Intelligence and Wisdom checks, but also vulnerability to psychic damage. Afterwards, DC 15 Con save or be poisoned for 1d6 hours and suffer confusion for 1 minute.
If undead: Instead you gain advantage on Dexterity checks and immunity to being frightened for 1 hour.

Black Sap – 300 gp per dose
Tarry black resin in a tiny ampoule, smoked or injected.
Effect: For 1d6 hours, you cannot be charmed or frightened.
Side Effect: After each dose, DC 15 Con save or become poisoned for 2d4 hours; multiple doses can stack the misery.


True Potions

Potion of Watchful Rest – 150 gp
Sweet, amber liquid that never fully settles.
Effect (8 hours):

  • Magic can’t put you to sleep.
  • You can stay awake during a long rest and still gain its benefits.

Potion of Comprehension – 100 gp
Clear liquid with soot and salt drifting inside like slow snow.
Effect: For 1 hour, you gain the effect of comprehend languages—you can understand any spoken language you hear and read any written language you touch.

Potion of Climbing – 180 gp
Layered brown, silver, and grey liquid that never mixes.
Effect: For 1 hour, you gain a climb speed equal to your walking speed and advantage on Strength (Athletics) checks to climb.

Potion of Friendship – 75 gp
Soft pink liquid that smells faintly of warm bread and campfire smoke.
Effect: For 1 hour, you gain:

  • Advantage on Charisma (Persuasion) checks, and
  • Once during that hour, you can speak a few kind words to one humanoid you can see; that creature must make a Wisdom saving throw (DC = 8 + your Cha mod + your proficiency bonus). On a failure, its attitude toward you improves by one step (hostile → unfriendly → indifferent → friendly) for the duration, or until you or your allies harm it.


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