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Published by ahtensfield7, 2021-09-27 01:35:12

Magic Item Compendium Potions Poultice and Powders

Magic-Item-Compendium-Potions-Poultice-and-Powders

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Potions, Poultices & Powders

Roll on the d100 table below to choose a random magic potion,
poultice, or powder.

d100 Item Page d100 Item Page
1-2 Alchemist’s Frost 2 51-52 Potion of Coagulation 6
3-4 Alkahest’s Flame 2 53-54 Potion of Eagle’s Splendour 6
5-6 Alkahest’s Ice 2 55-56 Potion of Energy 6
7-8 Blessed Brew 2 57-58 Potion of Fox’s Cunning 6
9-10 Bottled Lightning 2 59-60 Potion of the Green Fairy 6
11-12 Burrowing Brew 2 61-62 Potion of Health 6
13-14 Concealing Concoction 3 63-64 Potion of Health, Greater 6
15-16 Ear Tonic 3 65-66 Potion of Intuition 6
17-18 Expeditious Elixir 3 67-68 Potion of Luck 7
19-20 Explosive Ointment 3 69-70 Potion of Motion 7
21-22 Eyebright Essence 3 71-72 Potion of Owl’s Wisdom 7
23-24 Fibster’s Fluid 4 73-74 Potion of Peace 7
25-26 Flash Bottle 4 75-76 Potion of Replenishment 7
27-28 Flesheater 4 77-78 Potion of Stoneskin 7
29-30 Frogleg Fluid 4 79-80 Potion of Swimming 7
31-32 Gloop 4 81-82 Potion of Vigor 7
33-34 Healing Draught 4 83-84 Powdered Tongue 8
35-36 Liquid Fatigue 4 85-86 Purifying Potion 8
37-38 Medusa’s Essence 5 87-88 Regenerative Ointment 8
39-40 Potion of Absorption 5 89-90 Regenerative Ointment, Greater 8
41-42 Potion of Barkskin 5 91-92 Silvertongue Sauce 8
43-44 Potion of Bear’s Endurance 5 93-94 Slipsap 8
45-46 Potion of Blurring 5 95-96 Thunder Flask 8
47-48 Potion of Bull’s Strength 5 97-98 Tonguetie Tincture 8
49-50 Potion of Cat’s Grace 5 99-100 Troll Blood 8

Magic Item Compendium: Potions, Poultices & Powders 1

Alchemist’s Frost Blessed Brew

Potion, common Potion, uncommon
This sticky, adhesive fluid draws heat from the surrounding area A creature can drink this silvery fluid as an action. For the next
when exposed to air. As an action, you can throw this flask up to minute, whenever the creature makes an attack roll or saving
20 feet, shattering it on impact. Make a ranged attack against a throw, they can roll a d4 and add the number rolled to the attack
creature or object, treating the alchemist’s frost as an improvised roll or saving throw.
weapon. On a hit, the target takes 1d4 cold damage at the start of
each of its turns. A creature can end this damage by using its action Bottled Lightning
to make a DC 10 Dexterity check to scrape off the fluid.
Potion, common
Alkahest’s Flame As an action, a creature can uncork this vial and release a stroke
of lightning forming a line 15 feet long and 5 feet wide in the
Potion, uncommon direction they choose. Each creature in the line must make a DC
This sticky, adhesive fluid, ignites when exposed to air. As an 10 Dexterity saving throw. A creature takes 1d6 lightning damage
action, you can throw this flask up to 20 feet, shattering it on on a failed save, or half as much damage on a successful one. The
impact. Make a ranged attack against a creature or object, treating lightning ignites flammable objects in the area that aren’t being
the alkahest’s flame as an improvised weapon. On a hit, the target worn or carried.
takes 3d4 fire damage at the start of each of its turns. A creature
can end this damage by using its action to make a DC 15 Dexterity Burrowing Brew
check to extinguish the flames.
Potion, common
Alkahest’s Ice As an action, a creature can drink this potion; it’s effect lasts for 1
hour. During this time, the creature can move through sand, earth,
Potion, uncommon mud, or ice at half their normal speed.
This sticky, adhesive fluid, draws heat from the surrounding area
when exposed to air. As an action, you can throw this flask up Bottled Lightning
to 20 feet, shattering it on impact. Make a ranged attack against
a creature or object, treating the alkahest’s ice as an improvised
weapon. On a hit, the target takes 3d4 cold damage at the start of
each of its turns. A creature can end this damage by using its action
to make a DC 15 Dexterity check to scrape off the fluid.

Alchemist's Frost Alkahest's Ice

Blessed Brew Burrowing
Brew
Alkahest's Flame

2 Magic Item Compendium: Potions, Poultices & Powders

Concealing Concoction Expeditious Elixir

Potion, common Potion, common
As an action, a creature can drink this sludgy green fluid; its effects As an action, a creature can drink this blue, fizzy elixir; its effects
last for 1 hour. During this time, the creature’s appearance changes last for 10 minutes. During this time, the creature can take the
in random ways. Roll 1d4 times on the table below to determine Dash action as a bonus action on each of their turns.
what changes occur, rerolling repeated results.
Explosive Ointment
1d6 Random Change
1 The creature’s height changes, either shorter or taller, Potion, rare
by 1 foot. This viscous, jet-black liquid explodes when exposed to air. As an
2 The creature’s body composition changes, becoming action, you can throw this flask up to 30 feet, shattering it on impact.
thinner, bigger, more muscular, or something similar. Each creature within a 10-foot radius of the impact must make a DC
3 The creature’s hair changes color. 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6)
4 The creature’s eyes change color. force damage and is knocked prone. On a successful save, a creature
5 The creature either gains or loses facial hair. takes half as much damage and isn’t knocked prone.
6 The creature’s face changes to that of a creature
unknown to them. Eyebright Essence

Ear Tonic Potion, common
A blinded creature can apply this sticky, yellow ointment to their
Potion, common eyes at the beginning of a long rest; once the rest ends, the creature
A deafened creature can apply this waxy, brown ointment to their is no longer blinded. This ointment has no effect on natural
ears at the beginning of a long rest; once the rest ends, the creature blindness, such as that caused by birth defects or old age.
is no longer deafened. This ointment has no effect on natural
deafness, such as that caused by birth defects or old age.

Concealing Concoction

Eyebright Essence

Expeditious Elixir

Explosive Ointment

Ear Tonic

Magic Item Compendium: Potions, Poultices & Powders 3

Fibster’s Fluid Frogleg Fluid

Potion, common Potion, common
As an action, a creature can drink this bitter, purple fluid; its effects As an action, a creature can drink this thin, green, liquid; for the
last for 1 hour. During this time, the creature has advantage on next minute, the creature’s jump distance and height are tripled.
ability checks they make to deceive or mislead another creature,
such as Charisma (Deception) checks. The creature’s tongue is also Gloop
stained purple for the duration. Another creature can notice this
discoloration with a successful DC 15 Wisdom (Perception) check. Potion, rare
This viscous fluid becomes extraordinarily sticky when exposed to
Flash Bottle air. As an action, you can throw this flask up to 30 feet, shattering
it and creating a 20-foot radius area of difficult terrain centered on
Potion, rare the impact. Each creature in the difficult terrain must succeed on
This alchemical powder emits a blinding flash when exposed to air. a DC 15 Strength saving throw or become grappled by the gloop.
As an action, you can throw this flask up to 30 feet, shattering it on A creature that starts its turn grappled this way takes 5 (2d4) acid
impact. Each creature within a 10-foot radius of the impact must make damage. A creature can repeat the Strength saving throw at the end
a DC 15 Constitution saving throw. On a failed save, a creature takes of each of its turns, freeing itself on a success.
15 (6d4) radiant damage and is blinded for 1 minute. On a successful
save, a creature takes half as much damage and isn’t blinded. Healing Draught

Flesheater Potion, common
A character who drinks the magical red fluid in this vial regains 1d4
Potion, common + 1 hit points. Drinking or administering a potion takes an action.
As an action, you can splash the contents of this vial onto a
creature within 5 feet of you or throw the vial up to 20 feet, Liquid Fatigue
shattering it on impact. In either case, make a ranged attack against
a creature, treating the flesheater as an improvised weapon. On a Potion, very rare
hit, the target takes 2d6 necrotic damage. A creature that ingests this poison must succeed on a DC 20
Constitution saving throw or gain a level of exhaustion.

Flash Bottle

Healing Draught

Frogleg Fluid
Flesheater

Fibster's Fluid

Liquid Fatigue

Gloop

4 Magic Item Compendium: Potions, Poultices & Powders

Medusa’s Essence Potion of Bear’s Endurance

Potion, very rare Potion, uncommon
As an action, you can throw this flask up to 20 feet, shattering it As an action, a creature can drink this thick, brown liquid; its effect
on impact. Make a ranged attack against a creature, treating the lasts for 1 hour. During that time, the creature has advantage on
medusa’s essence as an improvised weapon. On a hit, the target Constitution checks and gains 2d6 temporary hit points.
must make a DC 20 Constitution saving throw. If the saving throw
fails by 5 or more, the creature is instantly petrified. Otherwise, a Potion of Blurring
creature that fails the save begins to turn to stone and is restrained.
The restrained creature must repeat the saving throw at the end of Potion, uncommon
its next turn, becoming petrified on a failure or ending the effect A creature can drink this rippling liquid as an action. For the next
on a success. The petrification lasts until the creature is freed by minute, any attack rolls that target the creature have disadvantage.
greater restoration or similar magic. An attacker is immune to this effect if it doesn’t rely on sight, as
with blindsight, or can see through illusions, as with truesight.
Potion of Absorption
Potion of Bull’s Strength
Potion, very rare
As an action, a creature can drink this potion; for the next minute, Potion, uncommon
the creature gains resistance to acid, cold, fire, lightning, and As an action, a creature can drink this red-veined, black liquid; its
thunder damage. Additionally, if a creature hits the creature with a effect lasts for 1 hour. During that time, the creature has advantage
melee attack during this time and they have taken acid, cold, fire, on Strength checks and their carrying capacity is doubled.
lightning, or thunder damage this round, the attacking creature
takes 5 acid, cold, fire, lightning, or thunder damage (user’s choice). Potion of Cat’s Grace

Potion of Barkskin Potion, uncommon
As an action, a creature can drink this mottled orange and grey
Potion, uncommon liquid; its effect lasts for 1 hour. During that time, the creature
As an action, a creature can drink this fibrous fluid; its effect lasts has advantage on Dexterity checks and doesn’t take damage from
for 1 hour. During that time, the creature’s skin has a rough, bark- falling 20 feet or less.
like appearance, and their AC can’t be less than 16, regardless of
what armor they’re wearing.

Potion of Potion of Cat's
Barkskin Grace

Potion of Bull's
Strength

Medusa's Essence Potion of Bear's Potion of Blurring
Potion of Absorption Endurance

Magic Item Compendium: Potions, Poultices & Powders 5

Potion of Coagulation Potion of the Green Fairy

Potion, common Potion, uncommon
As an action, a creature can drink this sludgy red liquid; its effect As an action, a creature can drink this cloudy, opaque liquid; its
lasts for 10 minutes. During that period, the first time the creature effects last for 10 minutes. During this time, whenever the creature
would take damage, they can roll a d4 and reduce the damage makes a Charisma check you can roll a d6 and add the number
taken by the amount rolled. The potion then wears off. rolled to their check.

Potion of Eagle’s Splendour Potion of Health

Potion, uncommon Potion, uncommon
As an action, a creature can drink this golden liquid; its effect As an action, a creature can drink this effervescent liquid. For the
lasts for 1 hour. During that time, the creature has advantage on next minute, the creature has advantage on saving throws to resist
Charisma checks. being blinded, deafened, paralyzed, or poisoned.

Potion of Energy Potion of Health, Greater

Potion, uncommon Potion, rare
As an action, a creature can drink this bubbling, orange liquid. For As an action, a creature can drink this effervescent liquid. For the
the next minute, the creature can interact with an additional object next minute, the creature has advantage on saving throws to resist
on each of their turns. being blinded, charmed, deafened, paralyzed, petrified, or poisoned.

Potion of Fox’s Cunning Potion of Intuition

Potion, uncommon Potion, uncommon
As an action, a creature can drink this orange liquid; its effect A creature can drink this smoking, purple fluid as an action; its
lasts for 1 hour. During that time, the creature has advantage on effects last for 1 hour. During this time, the creature has advantage
Intelligence checks. on ability checks they make to discern lies or otherwise judge the
emotional state of other creatures, such as Wisdom (insight) checks.

Potion of Coagulation

Potion of Energy

Potion of Health

Potion of Fox's Potion of Owl's
Cunning Wisdom

Potion of Eagle's Potion of
Splendour Intuition

Potion of
Health,
Greater

6 Magic Item Compendium: Potions, Poultices & Powders

Potion of Luck Potion of Replenishment

Potion, very rare Potion, rare
As an action, a creature can drink this bubbling, golden liquid. For As an action, a creature can drink this potion and end any one
the next minute, whenever the creature makes an attack roll, ability effect that reduces one of their ability scores.
check, or saving throw, they may roll an additional d20. They can
use this ability after the original roll, but before the outcome is Potion of Stoneskin
revealed. The creature chooses which of the d20s is used for the
attack roll, ability check, or saving throw. Potion, rare
As an action, a creature can drink this gravelly fluid; its effects last
Potion of Motion for 1 hour. During that time, the creature’s flesh becomes hard
as stone and they gain resistance to nonmagical bludgeoning,
Potion, common piercing, and slashing damage.
As an action, a creature can drink this swirling green liquid;
its effect lasts for 1 hour. During that time, the creature's speed Potion of Swimming
increases by 10 feet.
Potion, common
Potion of Owl’s Wisdom As an action, a creature can drink this potion and gain a swimming
speed equal to their walking speed for 1 hour. During this time, the
Potion, uncommon creature has advantage on Strength (Athletics) checks they make to
As an action, a creature can drink this sage-green liquid; its effect swim. Waves flow through this potion even when it is still.
lasts for 1 hour. During that time, the creature has advantage on
Wisdom checks. Potion of Vigour

Potion of Peace Potion, rare
As an action, a creature can drink this potion and end any one
Potion, rare effect that reduces their hit point maximum.
As an action, a creature can drink this silvery liquid; its effect lasts
for 1 hour. During that time, the creature is immune to psychic Potion of Stoneskin
damage, any effect that would sense its emotions or read its
thoughts, divination spells, and the charmed condition. The potion Potion of Vigour
even foils wish spells and spells or effects of similar power used to
affect the target’s mind or to gain information about the target.

Potion of Potion of the
Peace Green Fairy

Potion of Luck

Potion of
Replenishment

Potion of Motion

Potion of 7
Swimming
Magic Item Compendium: Potions, Poultices & Powders

Powdered Tongue Slipsap

Potion, common Potion, common
As an action, a creature can eat this powder; its effects last for As an action, a creature can drink this clear, greasy liquid; its effects
1 hour. During this time, the creature understands the literal last for 1 hour. During this time, the creature can spend 5 feet of
meaning of any language they hear. movement to automatically escape from nonmagical restraints,
such as manacles or another creature that has it grappled.
Purifying Potion
Thunder Flask
Potion, common
As an action, a creature can pour this potion into a single serving Potion, rare
of nonmagical food or drink and render it free of poison or disease. This glimmering purple liquid explodes thunderously when
exposed to air. As an action, you can throw this flask up to 30
Regenerative Ointment feet, shattering it on impact. Each creature within a 20-foot radius
must make a DC 15 Constitution saving throw. On a failed save,
Potion, uncommon a creature takes 21 (6d6) thunder damage and is deafened for 1
As an action, a creature can apply this purple ointment to their minute. On a successful save, a creature takes half as much damage
body; for the next minute, they regain 1d4 + 1 hit points at the start and isn’t deafened.
of each of their turns.
Tonguetie Tincture
Regenerative Ointment, Greater
Potion, common
Potion, rare A creature that drinks this potion cannot speak for 1 hour. The
As an action, a creature can apply this purple ointment to their potion seems to writhe in its bottle when disturbed.
body; for the next minute, they regain 2d4 + 2 hit points at the start
of each of their turns. Troll Blood

Silvertongue Sauce Potion, very rare
As an action, a creature can drink this thick, metallic-tasting liquid
Potion, common and regrow severed body members (fingers, legs, tails, and so on).
As an action, a creature can drink this silver liquid; its effects last Growing a new body part takes 2 minutes; if the creature has the
for 1 hour. During this time, the creature has advantage on ability severed part and holds it to the stump, the potion instantaneously
checks they make to persuade or convince another creature, such causes the limb to knit to the stump.
as Charisma (Persuasion) checks.
Thunder
Regenerative Ointment, Flask
Greater

Tonguetie
Tincture

Powdered Troll Blood
Tongue
Purifying Slipsap
Potion
Regenerative
Ointment
Silvertongue
Sauce

8 Magic Item Compendium: Potions, Poultices & Powders

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Magic Item Compendium: Potions, Poultices & Powders 9


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