A reference for every adventure

Compendium

Explore the rules, discover your options, and build your story.

7 categories

Items

2565 of 2565 entries · Showing 1651–1700

Poison (Oil of Taggit)

Type

Adventuring Gear

Description

A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Source: Dungeon Master's Guide p. 257

Value

400

Poison (Pale Tincture)

Type

Adventuring Gear

Description

A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Source: Dungeon Master's Guide p. 257

Value

250

Dice Rolls

1d6

Poison (Purple Worm Poison)

Type

Adventuring Gear

Description

This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Dungeon Master's Guide p. 257

Value

2000

Dice Rolls

12d6

Poison (Serpent Venom)

Type

Adventuring Gear

Description

This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Dungeon Master's Guide p. 257

Value

200

Dice Rolls

3d6

Poison (Thessaltoxin)

Type

Adventuring Gear

Description

This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature's new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target's next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Infernal Machine Rebuild p. 93

Poison (Torpor)

Type

Adventuring Gear

Description

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Poisoned: A poisoned creature has disadvantage on attack rolls and ability checks.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Source: Dungeon Master's Guide p. 257

Value

600

Dice Rolls

4d6

Poison (Truth Serum)

Type

Adventuring Gear

Description

A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Source: Dungeon Master's Guide p. 257

Value

150

Poison (Wyvern Poison)

Type

Adventuring Gear

Description

This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Dungeon Master's Guide p. 257

Value

1200

Dice Rolls

7d6

Poisoner's Kit

Type

Adventuring Gear

Weight

2

Description

A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.

Components: A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

History: Your training with poisons can help you when you try to recall facts about infamous poisonings.

Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.

Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.

Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous.

Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.

Source: Player's Handbook p. 154

Value

50

Pole (10-foot)

Type

Adventuring Gear

Weight

7

Description

Source: Player's Handbook p. 150

Value

0.05

Pole of Angling

Type

Wondrous Item

Magic

Yes

Details

common

Description

While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.

Source: Xanathar's Guide to Everything p. 138

Pole of Collapsing

Type

Wondrous Item

Magic

Yes

Details

common

Description

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Source: Xanathar's Guide to Everything p. 138

Polymorph Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form

1 | Tyrannosaurus

2 | Giant Ape

3 | Elephant

4 | Giant scorpion

5 | Rhinoceros

6 | Polar bear

7 | Giant toad

8 | Giant eagle

9 | Black bear

10 | Crocodile

11 | Wolf

12 | Horse

13 | Ox

14 | Giant frog

15 | Poisonous snake

16 | Hawk

17 | Octopus

18 | Cat

19 | Rat

10 | Rabbit

A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.

Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals slashing damage.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, double-bladed scimitar

Source: Lost Laboratory of Kwalish p. 56

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4

Polymorph Greatsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

6

Description

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form

1 | Tyrannosaurus

2 | Giant Ape

3 | Elephant

4 | Giant scorpion

5 | Rhinoceros

6 | Polar bear

7 | Giant toad

8 | Giant eagle

9 | Black bear

10 | Crocodile

11 | Wolf

12 | Horse

13 | Ox

14 | Giant frog

15 | Poisonous snake

16 | Hawk

17 | Octopus

18 | Cat

19 | Rat

10 | Rabbit

A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.

Proficiency: martial, greatsword

Source: Lost Laboratory of Kwalish p. 56

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Polymorph Longsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form

1 | Tyrannosaurus

2 | Giant Ape

3 | Elephant

4 | Giant scorpion

5 | Rhinoceros

6 | Polar bear

7 | Giant toad

8 | Giant eagle

9 | Black bear

10 | Crocodile

11 | Wolf

12 | Horse

13 | Ox

14 | Giant frog

15 | Poisonous snake

16 | Hawk

17 | Octopus

18 | Cat

19 | Rat

10 | Rabbit

A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.

Proficiency: martial, longsword

Source: Lost Laboratory of Kwalish p. 56

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Polymorph Rapier

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form

1 | Tyrannosaurus

2 | Giant Ape

3 | Elephant

4 | Giant scorpion

5 | Rhinoceros

6 | Polar bear

7 | Giant toad

8 | Giant eagle

9 | Black bear

10 | Crocodile

11 | Wolf

12 | Horse

13 | Ox

14 | Giant frog

15 | Poisonous snake

16 | Hawk

17 | Octopus

18 | Cat

19 | Rat

10 | Rabbit

A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.

Proficiency: martial, rapier

Source: Lost Laboratory of Kwalish p. 56

Damage

1d8

Damage Type

Piercing

Properties

M,F

Polymorph Scimitar

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

3

Description

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form

1 | Tyrannosaurus

2 | Giant Ape

3 | Elephant

4 | Giant scorpion

5 | Rhinoceros

6 | Polar bear

7 | Giant toad

8 | Giant eagle

9 | Black bear

10 | Crocodile

11 | Wolf

12 | Horse

13 | Ox

14 | Giant frog

15 | Poisonous snake

16 | Hawk

17 | Octopus

18 | Cat

19 | Rat

10 | Rabbit

A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.

Proficiency: martial, scimitar

Source: Lost Laboratory of Kwalish p. 56

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Polymorph Shortsword

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement)

Weight

2

Description

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form

1 | Tyrannosaurus

2 | Giant Ape

3 | Elephant

4 | Giant scorpion

5 | Rhinoceros

6 | Polar bear

7 | Giant toad

8 | Giant eagle

9 | Black bear

10 | Crocodile

11 | Wolf

12 | Horse

13 | Ox

14 | Giant frog

15 | Poisonous snake

16 | Hawk

17 | Octopus

18 | Cat

19 | Rat

10 | Rabbit

A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.

Proficiency: martial, shortsword

Source: Lost Laboratory of Kwalish p. 56

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Pony

Type

Adventuring Gear

Description

Source: Player's Handbook p. 157

Value

30

Portable Hole

Type

Wondrous Item

Magic

Yes

Details

rare

Description

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature with in the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Source: Dungeon Master's Guide p. 185

Portable Ram

Type

Adventuring Gear

Weight

35

Description

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

Source: Player's Handbook p. 153

Value

4

Portal Compass

Type

Wondrous Item

Magic

Yes

Details

uncommon

Description

This portable arcane instrument points in the direction of the last portal it passed through while it and the portal are on the same plane of existence. If that portal no longer exists, the needle becomes static until the compass passes through a new portal.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 13

Pot of Awakening

Type

Wondrous Item

Magic

Yes

Details

common

Weight

10

Description

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

Source: Xanathar's Guide to Everything p. 138, Infernal Machine Rebuild p. 95

Potion of Acid Resistance

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

When you drink this potion, you gain resistance to acid damage for 1 hour.

Source: Dungeon Master's Guide p. 188

Potion of Advantage

Type

Potion

Magic

Yes

Details

uncommon

Description

When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.

This potion takes the form of a sparkling, golden mist that moves and pours like water.

Source: The Wild Beyond the Witchlight p. 212

Potion of Animal Friendship

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

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.

Source: Dungeon Master's Guide p. 187

Potion of Aqueous Form

Type

Potion

Magic

Yes

Details

rare

Description

When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.

You're under the following effects while in this form:

Liquid Movement.: You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter.

Watery Resilience.: You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws.

Limitations.: You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor.

Source: Mythic Odysseys of Theros p. 197

Potion of Beast Mind Control

Type

Potion

Magic

Yes

Details

rare

Weight

0.5

Description

When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.

Source: Tales from the Yawning Portal p. 229

Potion of Clairvoyance

Type

Potion

Magic

Yes

Details

rare

Weight

0.5

Description

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.

Source: Dungeon Master's Guide p. 187

Potion of Climbing

Type

Potion

Magic

Yes

Details

common

Weight

0.5

Description

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this rime, 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.

Source: Dungeon Master's Guide p. 187

Potion of Cloud Giant Strength

Type

Potion

Magic

Yes

Details

very rare

Weight

0.5

Description

When you drink this potion, your Strength score changes to 27 for 1 hour. 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 cloud giant.

Source: Dungeon Master's Guide p. 187

Potion of Cold Resistance

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

When you drink this potion, you gain resistance to cold damage for 1 hour.

Source: Dungeon Master's Guide p. 188

Potion of Comprehension

Type

Potion

Magic

Yes

Details

common

Description

When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it.

Source: Waterdeep: Dungeon of the Mad Mage p. 62

Potion of Diminution

Type

Potion

Magic

Yes

Details

rare

Weight

0.5

Description

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.

Source: Dungeon Master's Guide p. 187

Dice Rolls

1d4

Potion of Dragon's Majesty

Type

Potion

Magic

Yes

Details

legendary

Description

This potion looks like liquid gold, with a single scale from a chromatic, gem, or metallic dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can't use a dragon's Change Shape or its legendary or lair actions.

Source: Fizban's Treasury of Dragons p. 24

Potion of Fire Breath

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Source: Dungeon Master's Guide p. 187

Dice Rolls

4d6

Potion of Fire Giant Strength

Type

Potion

Magic

Yes

Details

rare

Weight

0.5

Description

When you drink this potion, your Strength score changes to 25 for 1 hour. 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 fire giant.

Source: Dungeon Master's Guide p. 187

Potion of Fire Resistance

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

When you drink this potion, you gain resistance to fire damage for 1 hour.

Source: Dungeon Master's Guide p. 188

Potion of Flying

Type

Potion

Magic

Yes

Details

very rare

Weight

0.5

Description

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.

Source: Dungeon Master's Guide p. 187

Potion of Force Resistance

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

When you drink this potion, you gain resistance to force damage for 1 hour.

Source: Dungeon Master's Guide p. 188

Potion of Frost Giant Strength

Type

Potion

Magic

Yes

Details

rare

Weight

0.5

Description

When you drink this potion, your Strength score changes to 23 for 1 hour. 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 frost giant.

Source: Dungeon Master's Guide p. 187

Potion of Gaseous Form

Type

Potion

Magic

Yes

Details

rare

Weight

0.5

Description

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.

Source: Dungeon Master's Guide p. 187

Potion of Giant Size

Type

Potion

Magic

Yes

Details

legendary

Description

When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.

Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d1O) when used with two hands.

When the effect ends, any hit points you have above your hit point maximum become temporary hit points.

This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.

Source: Storm King's Thunder p. 238

Potion of Greater Healing

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Source: Dungeon Master's Guide p. 187

Dice Rolls

4d4+4

Potion of Growth

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

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.

Source: Dungeon Master's Guide p. 187

Dice Rolls

1d4

Potion of Healing

Type

Potion

Magic

Yes

Details

common

Weight

0.5

Description

You regain 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Source: Dungeon Master's Guide p. 187

Dice Rolls

2d4+2

Potion of Heroism

Type

Potion

Magic

Yes

Details

rare

Weight

0.5

Description

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.

Source: Dungeon Master's Guide p. 188

Potion of Hill Giant Strength

Type

Potion

Magic

Yes

Details

uncommon

Weight

0.5

Description

When you drink this potion, your Strength score changes to 21 for 1 hour. 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 hill giant.

Source: Dungeon Master's Guide p. 187

Potion of Human Mind Control

Type

Potion

Magic

Yes

Details

rare

Weight

0.5

Description

When you drink a potion of mind control, you can cast a dominate person spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.

Source: Tales from the Yawning Portal p. 229

Potion of Invisibility

Type

Potion

Magic

Yes

Details

very rare

Weight

0.5

Description

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.

Source: Dungeon Master's Guide p. 188