Page 188 - Dungeon Master's Guide
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POTIONS  OF  HEALING                              POTION OF RESISTANCE
           Potion of ...   Rarity        HP Regained        Potion, uncommon
           Healing        Common         2d4 + 2            When you drink this potion, you gain resistance to one
           Greater healing   Uncommon    4d4 + 4            type of damage for 1 hour. The DM chooses the type
           Superior healing   Rare       8d4 + 8            determines it randomly from the options below.
           Supreme healing   Very rare   10d4 + 20
                                                              d10   Damage Type        dlO   Damage Type
                                                                   Acid                 6   Necrotic
          POTION OF HEROISM
          Potion, rare                                         2   Cold                 7   Poison
                                                               3   Fire                 8   Psychic
          For 1 hour after drinking it, you gain 10 temporary hit
                                                               4   Force                9   Radiant
          points that last for  1 hour. For the same duration, you
                                                               5   Lightning           10   Thunder
          are under the effect of the bless spell (no concentration
          required). This blue potion bubbles and steams as
          if boiling.                                       POTION OF SPEED
                                                            Potion, very rare
          POTION OF INVISIBILITY
                                                            When you drink this potion, you gain the effect of the
          Potion, very rare
                                                            haste spell for 1 minute (no concentration required). 1~­
          This potion's container looks empty but feels as though   potion's yellow fluid is streaked with black and swirl
          it holds liquid. When you drink it, you become invisible   on its own.
          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 VITALITY
                                                            Potion, very rare
          POTION OF INVULNERABILITY
                                                            When you drink this potion, it removes any exhaustion
          Potion, rare
                                                            you are suffering and cures any disease or poison
          For 1 minute after you drink this potion, you have   affecting you. For the next 24 hours, you regain the
          resistance to all damage. The potion's syrupy liquid   maximum number of hit points for any Hit Die you
          looks like liquified iron.                        spend. The potion's crimson liquid regularly pulses wi--
                                                            dulllight, calling to mind a heartbeat.
          POTION OF LONGEVITY
          Potion, very rare                                 POTION OF WATER BREATHING
                                                            Potion, uncommon
          When you drink this potion, your physical age is
          reduced by 1d6 + 6 years, to a minimum of 13 years.   You can breathe underwater for 1 hour after drinking
          Each time you subsequently drink a potion of longevity,   this potion. Its cloudy green fluid smells of the sea and
          there is 10 percent cumulative chance that you instead   has a jellyfish-like bubble floating in it.
          age by 1d6 + 6 years. Suspended in this amber liquid
          are a scorpion's tail, an adder's fang, a dead spider,   QUAAL'S FEATHER TOKEN
          and a tiny heart that, against all reason, is still beating.   Wondrous iteni, rare
          These ingredients vanish when the potion is opened.   This tiny object looks like a feather. Different types of
                                                            feather tokens exist, each with a different single-use
          POTION OF MIND READING
                                                            effect. The DM chooses the kind of token or determines
          Potion, rare                                      it randomly.
          When you drink this potion, you gain the effect of the
          detect thoughts spell (save DC 13). The potion's dense,   dlOO   Feather Token   dl 00   Feather Token
          purple liquid has an ovoid cloud of pink floating in it.   01-20   Anchor   51-65   Swan  boat
                                                              21-35   Bird            66-90  Tree
          POTION OF POISON
                                                              36-50   Fan             91-00  Whip
          Potion, uncommon
          This concoction looks, smells, and tastes like a potion of   Anchor. You can use an action to touch the token to a
          healing or other beneficial potion. However, it is actpally   boat or ship. For the next 24 hours, the vessel can't be
          poison masked by illusion magic. An identify spell   moved by any means. Touching the token to the vessel
          reveals its true nature.                          again ends the effect. When the effect ends, the token
            If you drink it, you take 3d6 poison damage, and you   disappears.
          must succeed on a DC 13 Constitution saving throw or   Bird. You can use an action to toss the token 5 feet
          be poisoned. At the start of each of your turns while you   into the air. The token disappears and an enormous,
          are poisoned in this way, you take 3d6 poison damage.   multicolored bird takes its place. The bird has the
          At the end of each of your turns, you can repeat the   statistics of a roc (see the Monster Manual), but it obeys
          saving throw. On a successful save, the poison damage   your simple commands and can't attack. It can carry
          you take on your subsequent turns decreases by 1d6.   up to 500 pounds while flying at its maximum speed
          The poison ends when the damage decreases to 0.   (16 miles an hour for a maximum of 144 miles per day.
                                                            with a one-hour rest for every 3 hours of flying), or 1,00G

          CHAPTER 7  I TREASURE
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