Page 187 - Dungeon Master's Guide
P. 187
on a different plane, so it can't be u ed to create open must make a DC 13 Dexterity saving throw, taking 4d6
passages. Any creature inside an open portable hole can lire damage on a failed save, or half as much damage on
exit the hole by climbing out of it. a successful one. The effect t;nds after you exhale the
You can use an action to close a portable hole by lire three times or when 1 hour has passed.
taking hold of the edges of the cloth and folding it up. This potion's orange liquid flickers, and smoke fills the
Folding the cloth closes the hole, and any creatures or top of the container and wafts out whenever it is opened.
objects within remain in the extradimensional space. o
matter what's in it, the hole weighs next to nothing. POTION OF FLYING
If the hole is folded up, a creature within the hole's Potion, very rare
extradimensional space can use an action to make When you drink this potion, you gain a flying speed
a DC 10 Strength check. On a successful check, the equal to your walking speed for 1 hour and can hover.
creature forces its way out and appears within 5 feet of If you're in the air when the potion wears off, you fall
the portable hole or the creature carrying it. A breathing unless you have some other means of staying aloft. This
creature within a closed portable hole can survive for up potion's clear liquid floats at the top of its container and
to 10 minutes, after which time it begins to suffocate. has cloudy white impurities drifting in it.
Placing a portable hole inside an extradimensional
space created by a bag of holding, Heward's handy POTION OF GASEOUS FORM
haversack, or similar item instantly destroys both items Potion, rare
and opens a gate to the Astral Plane. The gate originates
When you drink this potion, you gain the effect of
where the one item was placed inside the other. Any
the gaseous form spell for 1 hour (no concentration
creature within 10 feet of the gate is sucked through it
required) or until you end the effect as a bonus action.
and deposited in a random location on the Astral Plane.
This potion's container seems to hold fog that moves
The gate then closes. The gate is one-way only and can't
and pours like water.
be reopened.
POTION OF GIANT STRENGTH
POTION OF ANIMAL FRIENDSHIP
Potion, rarity varies
Potion, uncommon
When you drink this potion, your Strength score
When you drink this potion, you can cast the animal
changes for 1 hour. The type of giant determines the
friendship spell (save DC 13) for 1 hour at will. Agitating
score (see the table below). The potion has no effect
this muddy liquid brings little bits into view: a fish scale,
on you if your Strength is equal to or greater than
a hummingbird tongue, a cat claw, or a squirrel hair.
that score.
This potion's transparent liquid has floating in it a
POTION OF CLAIRVOYANCE
sliver of fingernail from a giant of the appropriate type.
Potion, rare
The potion of frost giant strength and the potion of stone
When you drink this potion, you gain the effect of the giant strength have the same effect.
clairvoyance spell. An eyeball bobs in this yellowish
liquid but vanishes when the potion is opened. Type of Giant Strength Rarity
Hill giant 21 Uncommon
POTION OF CLIMBING
Frostjstone giant 23 Rare
Potion, common
Fi re giant 25 Rare
When you drink this potion, you gain a climbing speed
Cloud giant 27 Very rare
equal to your walking speed for 1 hour. During this
Storm giant 29 Legendary
rime, you have advantage on Strength (Athletics) checks
you make to climb. The potion is separated into brown,
POTION OF GROWTH
silver, and gray layers resembling bands of stone.
Potion, uncommon
Shaking the bottle fails to mix the colors.
When you drink this potion, you gain the "enlarge"
POTION OF DIMINUTION effect of the enlarge/reduce spell for 1d4 hours (no
Potion, rare concentration required). The red in the potion's liquid
When you drink this potion, you gain the "reduce" continuously expands from a tiny bead to color the clear
effect of the enlarge/reduce spell for 1d4 hours (no liquid around it and then contracts. Shaking the bottle
concentration required). The red in the potion's liquid fails to interrupt this process.
continuously contracts to a tiny bead and then expands
POTION OF HEALING
to color the clear liquid around it. Shaking the bottle
fails to interrupt this process. Potion, rarity varies
You regain hit points when you drink this potion. The
POTION OF FIRE BREATH number of hit points depends on the potion's rarity, as
Potion, uncommon shown in the Potions of Healing table. Whatever its
After drinking this potion, you can use a bonus action to potency, the potion's red liquid glimmers when agitated.
exhale fire at a target within 30 feet of you. The target
CHAPTER 7 I TREASURE

