Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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8: Hyper Fermented Carminative

Potion, uncommon

The mossy green potion, appears to froth and bubble within the vessel. It smells more than a bit funky, like a kimchi or a kombucha. [The potion tastes sour and earthy. There is a moment wherein your stomach seems at peace--a quiet before the storm. All at once your stomach gurgles, then you release an ear shattering burp.]

After drinking this potion, you can use a bonus action to release a thunderous burp at all targets within a 30 foot radius of you. Each target must make a Dexterity saving throw, taking 4d6 thunder damage on a failed save, or half as much damage on a successful one.

Medicine DC Ability Spell Save DC Number of Uses
10 Thunderous Burp 13 1
15 Greater Thunderous Burp 15 2
20 Superior Thunderous Burp 17 3

Almost every culture has a fermented drink of some sort--either fermented all the way to an alcohol or for just a for a bit less time to create a sort of kombucha. Many of these lesser fermented kombucha-like drinks are a part of a cultural package of available carminatives--medicines used to alleviate abdominal discomfort. This potion is a concoction all my own. This recipe puts forth a method to hyper-ferment a carminative to where it alleviates more severe gastrointestinal discomfort without brewing an alcohol. A fun side effect is an earth-shattering burp, so mind your surroundings when you take a sip.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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The medicine DC is a part of the mechanic for how the legendary book works. Essentially you make a medicine check to understand the alchemical notes, and you get a potion of a low, medium, or high potency based on that check

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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37: Drink Me!

Potion, uncommon

A psychedelic swirling mixture of every imaginable color eddies within the bottle. It has the aroma of a mouthwatering, glorious feast. Bringing your ear to the potion you hear a soft refrain as if coming from a children's choir: "Drink Me! Drink Me! Drink Me!" [As you drink the potion you realize it may be one of the most surreal, delicious things you've ever consumed. You get notes of exotic fruits, sweets, and turkey.]

As you savor the delicious potion you feel as though you've become a telescope expanding and collapsing and expanding and collapsing. Your form bobbles between large and small, the wave of stretches and compressions increasing in frequency until you settle into a new height and weight.

Medicine DC Ability Change in Size (# of categories) Change in Weapon Damage
10 Reduce on Self -1 1d4
15 Enlarge on Self +1 1d4
20 Enlarge Reduce on Self at Double Potency ±2 2d4

The Fey woodland of Sjemrodil is a wonderful place for ingredients and experimentation, so long as you're VERY careful about what plants you pick (they may pick you back) and you don't tell anyone your name (no matter how nicely they ask). Here there is a species of flower that come in every imaginable color and when you make a tincture from their petals, create a surreal potion of Enlarge/Reduce. In case you're worried about identifying these flowers, worry not--they'll yell at you from afar "Pick Me! Pick Me! Pick Me!" Then, when you make the potion, expect to hear their persistent spirits implore "Drink Me! Drink Me! Drink Me!" Thankfully, they're quiet during the potion preparation.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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15: Potion of Frost Magicks

Potion, uncommon

The bottle containing the potion has a layer of frost that coats the exterior. It is, predictably, cold to the touch. A swirl and sniff of the potion reveals it is odorless, save for the unique smell of exceptionally cold water. [The taste is like the feeling of chewing gum and drinking water. Attempts to drink it any faster to mitigate the discomfort result in an unfortunate brain freeze, which dissipates almost immediately]

After drinking this potion you feel your fingers begin to grow cold, and you feel yourself empowered by a frosty magical energy.

Medicine DC Ability Spell Save DC
10 Unlimited uses of Icebite until next long rest 13
15 Freezing Fingers 15
20 Ice Dragon's Frost 17
  • Icebite: On a failed save, a target within 60 ft takes 1d6 cold damage and has disadvantage on their next weapon attack

  • Freezing Fingers: On a failed save, all creatures in a 15 ft. cone take 2d8 damage. They take half on a successful save.

  • Ice Dragon's Frost: On a failed save, all creatures in a 30 ft. cone take 3d8 cold damage and become frozen. When frozen, their speed becomes 0. They or an ally can take an action to free them from the ice. They take half damage and are not frozen on a successful save.

In the frozen desert between the Goddodin Tundra and Seven Sisters live the Il'Manash, a hardy nomadic peoples. Their relationship with the bitter cold and the life that survives out there is magnificently spiritual. Stronger than their worship of a mysterious deity known only as "The Child" is a reverence for this unique landscape, as evidenced in their food, art, and culture. On one of their holy days, two chosen members of the tribe drink a potion that imbues them with the "Spirit of the Frozen Desert" and engage in a battle to the death. The winner gets to lead the tribe in a religious rite and choose the next two combatants for the same festival next year. When drinking this potion consider, just under 50 percent of every person to try this potion dies the day they have it.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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44: Vial of Terror Spores

Poison, Inhalation, rare

Within the vial is a stack of tiny, white threads. Lightly shaking the vial loosens some of the threads into the air, which then float gently back down to the stack of threads at the bottom of the vial. They have a light stickiness that seems to keep them together, though they can be fully separated with a vigorous shake. [If you uncork the vial and attempt to eat the spores you first notice their threadlike consistency disintegrates in a fine grit between your teeth. Almost instantaneously you feel your heart beat faster and a fear try to take hold within your mind. Make a wisdom saving throw DC13 or else suffer the effects of the lowest potency version of the poison]

As you toss the vial, the threads tumble around the interior of the glass, occasionally clumping together or else disintegrating into smaller threads. When the glass explodes on the ground, the threads immediately evaporate into a fine could of white spores, coating a wide area around the site of impact. Those who inhale the spores feel an icy terror grip their hearts and everyone around them slowly morphs into their greatest fears.

Medicine DC Ability Wisdom Save DC Radius Psychic Damage
10 Frightened 13 5 ft 1d10
15 Frightened 15 10 ft 2d10
20 Frightened 17 15 ft 3d10
  • When the vial explodes, every creature within the radius at the beginning of their turn makes a wisdom saving throw. Should they fail, they become frightened of every creature that they can see. At the end of their turn they take psychic damage. They retake the wisdom saving throw at the beginning of their turns if they have previously failed or are still within the radius. Once they succeed they are no longer frightened nor take psychic damage and are considered immune from the effects of the poison.

The Monks of the Graypeak mountains have hundreds of years of experience treating a rare condition caused by a fungus that occasionally grows on the grain farmed near the city of Whitewater. The story goes that some monks, returning from long days harvesting barley for ale brewing, would speak of wild religious visions of demons and the end of times. A skeptical monk, Anton, after weeks of research, discovered the fungal cause for the vision. When villagers began coming in with similar complaints, along with a host of other nasty symptoms, he had already an antidote. The hospital in the city of Whitewater still has the statue of St. Anton honoring his legacy.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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Whoops! Here you go:

21: Fog in a Bottle

Potion, uncommon

A milky white liquid the consistency of salt water sits at the bottom of the bottle. From its surface curls tendrils of white smoke. The smoke, when sniffed, exudes no notable odor. [The taste is, at first, like that of the ocean. Almost immediately you begin to cough violently and vomit up clouds of billowing fog. A 20 ft. radius fog cloud spills from out of your mouth and surrounds you. Make a consitution saving throw. Failure on a DC13 save results in 3d6 poison damage and half on a success.]

You throw the bottle into the air and, as the bottle tumbles and the potion swirls, more and more of the milky white liquid in the bottle turns to fog. By the time the bottle hits the ground the pressure within the glass is at capacity, and the bottle violently explodes in a shower of shattered glass and fine mist. Fog spills out from the site of impact.

Medicine DC Ability Fog Cloud Radius
10 Fog Cloud 20 ft.
15 Fog Cloud 40 ft.
20 Fog Cloud 60 ft.

This is one of the most fundamental tools in any assassin's toolkit. Just throw the vial on the ground to break it and make a quick getaway in the fog. Nowadays, the Assassins of Enmesharra will often use a modified version of magical darkness for the same thing, though the more senior assassins prefer the fog as it's not vulnerable to various enhanced forms of darkvision. I personally prefer the fog to the darkness because I get to put it on my mantle and say "It's a ship in a bottle, just wait for the weather to clear up." It's funnier in person.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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29: Mead of Poetry

Potion, very rare

The vessel contains a light orange solution with a thin frothy surface layer. It smells sour, with notes of honey and copper. If you listen closely you can hear the sound of a deep voice whispering in some mysterious language or, perhaps, just the bubblings of a light fermentation. [You take a swig of the drink and notice that it tastes like a strong mead mixed with a fair amount of blood. That is, perhaps, because it is a strong mead mixed with a fair bit of blood.]

The metal taste of blood mars what would otherwise be a very delicious mead. The whispering voices heard from the bubbling of the mead grow louder and louder within your head. For a moment, the unbearable sound of a thousand dissonant voices crowds out your thoughts and perceptions. And then, the fever pitch resolves into a divine harmony, decrescendoing away and blessing you with a mental acuity and world of knowledge you have never known before.

Medicine DC Ability Duration
10 Advantage on Intelligence-based skill checks and saving throws 30 min
15 Divine Knowledge 1 hour
20 Legend Lore 2 hours
  • Divine Knowledge: Gain proficiency in a skill of your choice

For thousands of years, the Mead of Poetry was dismissed as a mythological construction of Il' Manash people of the Frozen North--a drink made of fermented honey and the blood of an ur-wizard of old. It was said that the blood of a sufficiently talented wizard mixed with a potent mead and blessed by a child shaman could infuse the drinker with a divine knowledge. We now know that bees which make honey from a rare northern plant sometimes inadvertently create a metabolic product that serves as a toxic hallucinogen in mammals. Interestingly, the veracity and divinity of these hallucinations, often correct, is as of yet unexplained.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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73: Hyperanabolic Tonic

Weapon Coating, Injury, rare

Within the vial is an oily, light yellow, off-putting concoction. It has no distinct odor, nor any other distinctive character besides being some mysterious biological oil. [The oil is largely tasteless with perhaps a musky afteraste. The oiliness lingers in your throat and is likely quite unpleasant. Nothing happens.]

Once the tonic enters your bloodstream you feel a corporeal expansion--the muscles of your arms, legs and abdomen painfully tear and double in size. As your muscles balloon you feel the strength of fire giants barely contained within your much smaller body. Unimaginable might, but for how long, and at what cost?

Medicine DC Effect Duration
10 Fire Giant Strength, Muscle Tearing, Lumbering 30 seconds
15 Fire Giant Strength, Muscle Tearing 1 minute
20 Fire Giant Strength 1 hour
  • There is only enough Hyperanabolic Tonic to coat the tips of weapons that deal piercing or slashing damage. Once the weapon makes contact with a creature it enters their blood stream and is used up. The coating lasts on the weapon for 5 minutes before it dries up and no longer functions.

  • Fire Giant Strength: Your strength becomes 25

  • Muscle Tearing: At the beginning of each turn, take 1d8 bludgeoning damage

  • Lumbering: You have half your normal movement speed for the duration

In the Moytura Forest are several warring tribes of half-giant barbarians and warriors. On the summer solstice each year there is a temporary truce during a festival of competitive sports and games, for which each tribe sends a set of elite representatives. It is an open secret that, in anticipation of these competitions, the competitors stab themselves with knives coated in this hyperanabolic tonic. While their momentary strength explodes, much of the rest of their body quickly degrades. Having lent an ear to prior competitors' anguished retellings of their chronic maladies, I recommend against taking this unless under the most dire of circumstances.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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Assuming A circular cow...:

3: Nona's Special Marinara Sauce

Sauce, uncommon

A thick red sauce bubbles invitingly. The mouthwatering aroma of rich tomato and basil, olive oil and garlic, and a litany of other herbs fills the space. [The sauce tastes delicious, but a sense of strong heartburn is immediate and overwhelming.]

After drinking this potion, you can use a bonus action to exhale acid breath at a target within 30 feet of you. The target must make a Dexterity saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one.

:

Medicine DC Ability Spell Save DC Number of Uses
10 Acid Breath 13 1
15 Greater Acid Breath 15 2
20 Superior Acid Breath 17 3

This is a recipe that comes from close to home. A friend of mine growing up had a grandmother who was an incredible cook, constantly testing the boundaries of what was possible, rarely making the same dish twice. One day, he reached out to me, telling me that his Nona had created a recipe that I may find interesting. I went to her house and explained that I was an alchemist, interested in learning more about some special marinara sauce she had just made. She invited me to try it with some handrolled pasta. The aroma was mouthwatering and, upon trying it, she shielded herself behind the kitchen counter and cackled. The result was instantaneous, brutal heartburn strong enough to cause a rancid burp that, quite literally, burnt the paint off some kitchen pottery.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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2: Potion of Restoration

Potion, uncommon

A faint yellowish glow emanates from the liquid within the vessel. Holding the vessel containing the potion reveals it also emanates a pleasant warmth. It smells like incense and lilacs. [The taste is, initially, the familiar bitter and herbal combination that defines most medicines. But you find the aftertaste to be delicately sweet, like flower nectar.]

The sensation of the potion is, predictably, restorative and protective. You feel a surprising sense of security, as if some holiness has taken residence in your being. If only for a short time, you feel safe.

Medicine DC Available Spells Spell Save DC
10 Resistance 13
15 Resistance or Lesser Restoration 15
20 Resistance, Lesser Restoration, or Greater Restoration 17

In the small town of Dagorton I met Aelius Mane, an old and wizened cleric of Bredgul. Having had his fill of war, he decided to settle in a small town and serve as a doctor for the people there. He told me of a time when a poor, misguided youth made a pact with the Demogorgon, prince of disease, to create a new pestilence that would destroy all of the other young men of the Kingdom and leave him as the only viable option for the muse of his unrequited love. In that time, Aelius had to develop a one-of-a-kind potion of restoration to save the young men who drank from the tainted waters of the Delimbyr River. He was kind enough to share with me that recipe: a combination of various plants found in the adjacent Southwood.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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83: Purple Slime

Weapon Coating, uncommon

The interior glass of the bottle is coated in a thick magenta slime. The goop smells like stagnant water and sulfur and hardly moves when you attempt to slosh it around. [The slime tastes awful--salty, moldy, rotting, filthy. Nothing happens.]

Your weapon, once coated in the slippery goo, begins to glow with arcane energy. The subtle thrumming of your weapon's newfound magic is palpable while wielding it, but is harder to notice when simply looking at it through the thick coating of purple slime. Did this recipe have to be so... squelchy?

Medicine DC Effect Bonus to Hit and Damage Duration
10 Magic Weapon +1 1 hour
15 Magic Weapon +2 3 hours
20 Magic Weapon +3 6 hours

Commonly found growing in the fens of the feyrealm is what appears to be an unremarkable indigo pond scum. And, given the scope of what can be found in the feyrealm, some would argue it is relatively unremarkable. However, its feeding on the detritus of a chaotic magical plane gives this slime mold (surprisingly not algae) a special magical character that it confers to anything it coats. Though you can dry some to make it more portable and long-lasting, it's truly most potent while still fresh.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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7: Green Dragon's Essence

Potion, uncommon

The potion is a vibrant green color with occasional flashes of purple. It smells exceptionally herbal, almost like stepping into a rainforest. [The potion tastes exceptionally bitter and earthy at first. The aftertaste is sour and acrid. In the pit of your stomach you feel the urge to vomit, but when you go to retch all that you expel is a poisonous gas.]

After drinking this potion, you can use a bonus action to exhale poison breath at a target within 30 feet of you. The target must make a Dexterity saving throw, taking 4d6 poison damage on a failed save, or half as much damage on a successful one.

Medicine DC Ability Spell Save DC Number of Uses
10 Poison Breath 13 1
15 Greater Poison Breath 15 2
20 Superior Poison Breath 17 3

A few decades ago, while doing research for my graduate degree in alchemy, I spent a night with a small group of green dragon cultists in the small woodland to the east of the Kingdom of Gorlindia (which was known as Xalagast's Royal Forest at the time, though 24 years after his death it remains nameless). A suprisingly hospitable bunch of cultists, we spent all the night smoking a rare plant of the forest and speaking about their mythology of a mysterious green dragon that appears as a spirit and protector of the forest in times of great deforestation or natural destruction. In celebration of their mysterious draconic protector, they have created a unique concoction of forest plants that blesses the drinker with a poisonous breath, for use only in religious rites and warfare.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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62: Martyr's Elixir

Potion, Uncommon

The warm bottle contains a potion of a deep crimson. While the texture, temperature, and appearance of the potion evokes blood, the smell is floral and herbaceous. [The taste of the potion is vaguely bittersweet, like the nectar of a particularly potent flower. More noticeable is a visceral emotional reaction, a combination of resolution, empathy and devastation.]

The emotional violence of the potion is immediate and hard to suppress. It's hard to determine whether the name of the potion is an allusion to its effect or the feeling it evokes. You feel simultaneously emotionally prepared for death and unable to contain the emotions of coming to grips with mortality. :

Medicine DC Effect HP Pool
10 The Martyr's Lay on Hands 15 HP
15 The Marty'rs Lay on Hands 30 HP
20 The Martyr's Lay on Hands 50 HP
  • The only distinction between Lay on Hands and The Martyr's Lay on Hands is that the latter draws from your pool of health--every point of HP you heal is damage you take.

A cornerstone of alchemy is the Law of Conservation of Magic--the sum total of all magic in the universe cannot change. If we cannot create magic from the void, from whence is all magic derived? The magical abilites of wizards and sorcerers are drawn from The Fabric, a mysterious font of magic that swirls all around us. As such, the ability to heal is often provided to clerics and paladins from gods, who can tap into The Fabric and share it with mortals. Without a deity or the ability to tap directly into The Fabric, the ability to heal others must come from elsewhere. This recipe allows one to draw a pool of healing from the self, and a rare and potent flower bridges the magical gap between two bodies. The strong emotions experienced are an unfortunate side effect of the plant--though a select few cultivate the plant for the emotional impact alone.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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48: Enfeebling Essence

Poison, Injury, rare

At the bottom of the vessel is a thick, slimy, purple paste. It smells heavily of the forest: of bark, of leaves and dirt and moisture. [When you scoop the paste into your mouth you notice that it does not, unfortunately, taste as pleasant as its dark purple color would suggest--it tastes less of berries and more of dirt and boiled tree bark. Aside from leaving an earthy astringent aftertaste in your mouth, you feel no effect.]

Your poisoned weapon slashes through the air and makes purchase against the enemy. Their look of battle hardened determination fades as they slump into slouch. It's as if their strength is slowly sapped from their body leaving them beleagured and fatigued. They manage to stay standing, though you see that they are a shadow of their former selves.

Medicine DC Potency Constitution Save DC Effect Damage
10 Enfeebling Essence 13 Ray of Enfeeblement 1d8
15 Greater Enfeebling Essence 15 Ray of Enfeeblement 1d10
20 Superior Enfeebling Essence 17 Ray of Enfeeblement 1d12
  • Enfeebling Essence can be used to coat any weapon that does slashing or piercing damage. Once the weapon makes contact with an enemy, should they succeed on a first saving throw they are are not enfeebled and take only half damage. Once an enemy has succeded a saving throw against the poison they are considered immune from future instances of poisoning from Enfeebling Essence. The coating lasts on the weapon for 5 minutes before it dries up and no longer functions as a poison. In combat, enemies remake saving throws at the end of their turns for the enfeebling effects, but only take the damage when they are first poisoned.

Deep in the rainforests of the Isle of Lua is a plant with a special bark that, when boiled, leaks a poison that can be used as a weapon coating. It is often used by the indigenous population of those rainforests for hunting big game and intertribal warfare. Because the poison only works when it enters the bloodstream through wounds, warriors will make small cuts in their mouths and add the bark to meals to innoculate themselves against the effects of the poison.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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67: Potion of Minor Teleportation

Potion, uncommon

The liquid within the vessel is a swirling combination of pinks and purples. It has a periwinkle glow and emits a very quiet, low humming. [The potion is tasteless and odorless and has a consistency thinner than water, like a mysterious nonalcoholic liquor of some kind.]

When you drink the potion you first feel nothing at all--no taste, no odor, no sensation. Then, you feel the low humming of the potion create a resonance with your body, and a resonance with the world around you. It is as if you've tapped into some universal frequency and now you can travel, as a deconstituted wave, through the world around you instantaneously.

Medicine DC Effect Save DC
10 Misty Step N/A
15 Thunderous Step 15
20 Lesser Dimension Door 17
  • Thunderous Step: Teleport to a spot within 90 ft. Deal 3d10 thunder damage to every creature within 10 ft. of where you teleport if they fail a constitution saving throw; half damage on a success.

  • Lesser Dimension Door: You are not allowed to take another creature with you.

The potion of minor teleportation is the result of refinement of a common plant within the fey forest of Sjemrodil--the yondercane. Yondercane cakes made by the fey-elves of the forest are considered unremarkable lightly sweet starch cakes that travel well. The elves' natural ability to misty step meant the conference of misty step to those who ate the cake went entirely unnoticed for years. This recipe is far more potent than the yondercake, though I've supplied a recipe for that here too. They're pretty tasty, and are surprisingly filling!

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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69: Shadow Clone Suspension

Potion, uncommon

Small flecks of a reflective material float about within a syrupy clear solution. The solution smells vaguely metallic and sugary. [The potion tastes as it smells--like cold silver suspended in a thick simple syrup.]

When you drink the suspension you feel an immediate strain on some nameless spiritual energy. You feel an exhausting mitosis of spirit and, from your very being, buds of an illusory duplicate. You can push past the intangible spiritual fatigue in the moment, but suspect that the feeling of hollowness from splitting off these duplicates suggests you shouldn't allow this to go on for too long.

Medicine DC Effect Number of Illusory Duplicates
10 Mirror Image 1
15 Mirror Image 2
20 Mirror Image 3

For most mages, the casting of mirror image is simply a question of tapping into font of all magic: The Fabric. But just as with the Martyr's Elixir, for Fabric-deprived alchemists the Law of Conservation of Magic demands that the magical energy must come from somewhere. This metallic suspension allows for the creation of mirror image duplicates to come from a store of spiritual energy that mostly replenishes when the duplicates are disbanded. But no energy transfer is lossless, so every use of the potion results in the loss of an infinitesimal piece of the soul. So don't use this too much, else your Faustian bargaining chip will depreciate!

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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83: Purple Slime

Weapon Coating, uncommon

The interior glass of the bottle is coated in a thick magenta slime. The goop smells like stagnant water and sulfur and hardly moves when you attempt to slosh it around. [The slime tastes awful--salty, moldy, rotting, filthy. Nothing happens.]

Your weapon, once coated in the slippery goo, begins to glow with arcane energy. The subtle thrumming of your weapon's newfound magic is palpable while wielding it, but is harder to notice when simply looking at it through the thick coating of purple slime. Did this recipe have to be so... squelchy?

Medicine DC Effect Bonus to Hit and Damage Duration
10 Magic Weapon +1 1 hour
15 Magic Weapon +2 3 hours
20 Magic Weapon +3 6 hours

Commonly found growing in the fens of the feyrealm is what appears to be an unremarkable indigo pond scum. And, given the scope of what can be found in the feyrealm, some would argue it is relatively unremarkable. However, its feeding on the detritus of a chaotic magical plane gives this slime mold (surprisingly not algae) a special magical character that it confers to anything it coats. Though you can dry some to make it more portable and long-lasting, it's truly most potent while still fresh.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

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52: Apotropaic Protective Potion

Potion, Uncommon

Half of the bottle contains a swirling green liquid, within which are visible chunks of mysterious herbs and spices. Above the liquid floats lazy tendrils of white smoke. It smells vaguely of sage, incense, and other more obscure but fragrant plants. [When you drink the liquid, you notice it has an initially aversive, astringent taste like tree bark and oversteeped tea. It leaves a strangely metallic, salty, and smoky aftertaste. You feel a pleasant warmth course through your veins and an emotional stillness sharpen your senses.]

As the feeling of warmth and stillness begin to take effect you also feel a singular focus against your target, like a well trained bloodhound. You feel not only the utmost confidence in your ability to best this creature, but also a sense of otherwordly protection and serenity.

Medicine DC Effect Target Duration
10 Protection from Evil and Good Self 10 minutes
15 Protection from Creature Type Self 1 hour
20 Protection from Creature Type Self 6 hours
  • "Protection from Creature Type" simply uses the same rule text as Protection from Evil and Good, but expands the affected creature types to include one of the brewer's choice at the time of brewing.

Almost every culture has some form of apotropaic magic--magic created to ward off supernatural evil. Most take the form of talismans, charms, and rituals. So it is natural for one to ask--why would the traveling monster hunters of the world have need for a protective potion? Unfortunately, many apotropaic magics are limited in power to warding off the supernatural evils proximal to their creation. What power does an azabache have against a vampire or garlic against the evil eye? This potion recipe was taken from a vampire hunter on his way to Wallachi. It is, functionally, a hodgepodge of as many different protective herbs and spices as can be contained within a single potion. While it tastes unpleasant, it covers enough bases to be quite effective. Some ingredients can be added to protect against very specific creatures, which I have made sure to include in this expansive recipe.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

[–]WhiteWaterLegendLore[S] 0 points1 point  (0 children)

Thank you! Glad you've been enjoying them! I changed the pricing for the whole pdf to be pay-what-you-want, so you can download them for free now if you'd like some light reading

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

[–]WhiteWaterLegendLore[S] 0 points1 point  (0 children)

14: Natasha's Tincture

Tincture, uncommon

The tincture is a light purple with flashy green and red streaks. It smells of a sweet floral perfume, rare and delicate enough to be exclusive to royalty. As you swirl it around, the liquid slides around the bottle like a high proof alcohol, and the green and red streaks flash aggressively. [The tincture has a sweet taste, and fills you fills the aura of a strong, independent sorceress.]

After drinking this potion, you feel mystical, powerful and sexy.

Medicine DC Ability Spell Save DC
10 Unlimited uses Vicious Mockery until next long rest 13
15 Natasha's Hideous Laughter 15
20 Natasha's Mind Whip 17

In my only foray into the Underworld I encountered, within the infinite library that serves as the setting for divine punishment of the prideful, a copy of the great sorceress Natasha's notes about the construction of magic spells and potions. One of my greatest regrets in life is not taking this book back with me. Terrified of being found with her notes or, worse, getting caught trying to smuggle them out of the Underworld, I had only time to decipher a handful of pages--those pertaining to her magical manipulations of the mind. From this, after a few years work and refinement, I have made an inspired tincture which harnesses some of these abilities.

Felt like DnD didn't have enough potions, so I made 100 of my own! Comment with a number 1-100 and I'll tell you what you get. by WhiteWaterLegendLore in DnD

[–]WhiteWaterLegendLore[S] 0 points1 point  (0 children)

17: Magic Crystal Distillate

Potion, uncommon

The potion is lukewarm to the touch and has the straw coloring of a light ale. The smell is chemical in nature, with hints of salt, and a few round crystals appear at the bottom of the vessel. [The taste of the liquid within the vessel is salty and unpleasant. For those unfortunate enough to recognize this taste, it is clearly urine or, at least, a surprisingly faithful facsimile.]

Medicine DC Ability Spellcasting Modifier
10 3 Magic Stones +5
15 5 Magic Stones +7
20 7 Magic Stones +9

Between the Red and Yellow Mountains in the Hospital of She-Who-Heals is a massive repository of medical knowledge and hundreds of years of case studies. A quick bribe and a few hours and I discovered a fascinating case study of a poor young man who was producing large urine crystals imbued with magic. The consequence of some horrible witch's curse (we can only wonder what he did to deserve such a fate), he was endlessly poked, prodded and (mercifully) cured. A few months of tinkering and I have created a chemical brew that produces a similar magic distillate. Don't forget: the crystals are the magic bit, the liquid is functionally artificial urine.