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D&D
Dungeon Master's Guide
Dungeons & Dragons
Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game

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Published by Nicholas Robinson, 2020-06-20 15:42:33

D&D 5e Dungeon Master's Guide

D&D
Dungeon Master's Guide
Dungeons & Dragons
Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game

Keywords: DnD,D&D,DMG,Dungeon,Dragon,Master,Guide

CHAPTER 7 I TREASURE

















































POTIONS OF HEALING POTION OF RESISTANCE

Potion of ... Rarity HP Regained Potion, uncommon
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4 When you drink this potion, you gain resistance to one
Superior healing Rare 8d4 + 8 type of damage for 1 hour. The DM chooses the type
Supreme healing Very rare 10d4 + 20 determines it randomly from the options below.

POTION OF HEROISM d10 Damage Type dlO Damage Type
Acid 6 Necrotic
Potion, rare 7 Poison
2 Cold 8 Psychic
For 1 hour after drinking it, you gain 10 temporary hit 3 Fire 9 Radiant
points that last for 1 hour. For the same duration, you 4 Force 10 Thunder
are under the effect of the bless spell (no concentration 5 Lightning
required). This blue potion bubbles and steams as
if boiling. POTION OF SPEED

POTION OF INVISIBILITY Potion, very rare

Potion, very rare When you drink this potion, you gain the effect of the
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 OF INVULNERABILITY Potion, very rare

Potion, rare When you drink this potion, it removes any exhaustion
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 OF WATER BREATHING
Potion, very rare
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 oflongevity, 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.
These ingredients vanish when the potion is opened. Wondrous iteni, rare

POTION OF MIND READING This tiny object looks like a feather. Different types of
feather tokens exist, each with a different single-use
Potion, rare effect. The DM chooses the kind of token or determines
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 Anchor. You can use an action to touch the token to a
boat or ship. For the next 24 hours, the vessel can't be
This concoction looks, smells, and tastes like a potion of moved by any means. Touching the token to the vessel
healing or other beneficial potion. However, it is actpally again ends the effect. When the effect ends, the token
poison masked by illusion magic. An identify spell disappears.
reveals its true nature.
Bird. You can use an action to toss the token 5 feet
If you drink it, you take 3d6 poison damage, and you into the air. The token disappears and an enormous,
must succeed on a DC 13 Constitution saving throw or multicolored bird takes its place. The bird has the
be poisoned. At the start of each of your turns while you statistics of a roc (see the Monster Manual) , but it obeys
are poisoned in this way, you take 3d6 poison damage. your simple commands and can't attack. It can carry
At the end of each of your turns, you can repeat the up to 500 pounds while flying at its maximum speed
saving throw. On a successful save, the poison damage (16 miles an hour for a maximum of 144 miles per day.
you take on your subsequent turns decreases by 1d6. with a one-hour rest for every 3 hours of flying), or 1,00G
The poison ends when the damage decreases to 0.

!88 CHAPTER 7 I TREASURE
























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