Potion Dispenser Possibilities
rating: 0+x

Notice from The High Pagemaster:
This is a list of possibilities for an item in a Dungeons & Dragons Campaign planned to be set in Orium.

Table 1:
Number: Name: Effects:
1 Potion of Bread You are bread. While a slice of bread, you have 0 Movement speed, are vulnerable to all forms of attack, and can speak no languages, though you retain understanding of all that you previously knew. Why would anyone make this? This potion lasts until the next dawn.
2 Potion of the Drunkard A bitter smelling clear fluid. It is nearly 100% alcohol. You get the feeling if you drink this, you will be drunk as fuck until the next dawn.
3 Potion of Poison Make a Constitution saving throw of DC 15. If you succeed, you suffer no adverse effects. If you fail, you gain the Poisoned condition and have disadvantage on attack rolls and ability checks until the next dawn. Additionally, you take 1d12 poison damage.
4 Potion of Instant Death Does exactly what it says. No saving throws, either. If you drink this, you will face the consequences.
5 Stinky Potion It smells bad, and it tastes bad. If you drink it, you will smell bad. Gives disadvantage to all Charisma checks.
6 Potion of the Ravenous Makes you very, very hungry. You must consume one thing (edible or not) every hour, or suffer a level of Exhaustion. This lasts until the next dawn.
7 Potion of the Betrayer For as long as you are under the effect of this potion, you see your friends as enemies and your enemies as friends. While in combat, you must use your action before moving on each of your turns to make a melee attack against another party member. You may choose to make an attack against yourself instead. This lasts until the next dawn.
8 Potion of the Entrepreneur While under the effects of this potion, any profit you make or any treasure you discover is spontaneously doubled. Additionally, you gain advantage on Persuasion checks when bartering with vendors you intend to sell to and may drive your price up to double the original. However, if they pass the check, the vendor will only purchase the item for half price, no exceptions. This lasts until the next dawn.
9 Useless Potion It's literally just water. Will clear any effects of dehydration.
10 Potion of the Strongman Your carry weight is temporarily multiplied by ten. This lasts until the next dawn.
11 Potion of Exhaustion You take a level of Exhaustion. This lasts until the next long rest.
12 Random Potion Upon drinking this potion, roll another d100. You will experience the effect of whatever potion you roll. If you roll another Random Potion, roll twice more and take the effects of both potions rolled.
13 Bad Luck Potion Bad luck befalls you! You lose a point of inspiration (if you do not have any, this will drive you into the negatives) and have disadvantage on every roll until the next dawn.
14 Good Luck Potion Good luck shines upon you! You gain one point of inspiration and have advantage on every roll until the next dawn.
15 Potion of Health A dull red fluid. 2d4+2 healing.
16 Potion of Mana A dull green fluid. Refresh spellslots once without taking a short or long rest.
17 Potion of Speed A dull yellow fluid. +15 ft. Movement speed until the next dawn.
18 Potion of Armor A dull blue fluid. +2 AC until the next dawn.
19 Karma Potion Any attacks made against you are returned with their damage halved to your enemy.
20 Potion of Strength You gain an advantage to all Strength checks until the next dawn.
21 Potion of Constitution You gain an advantage to all Constitution checks until the next dawn.
22 Potion of Dexterity You gain an advantage to all Dexterity checks until the next dawn.
23 Potion of Intelligence You gain an advantage to all Intelligence checks until the next dawn.
24 Potion of Wisdom You gain an advantage to all Wisdom checks until the next dawn.
25 Potion of Charisma You gain an advantage to all Charisma checks until the next dawn.
26 Luck Potion Upon drinking this golden fluid, flip a coin. On heads, good luck shines upon you! You gain one point of inspiration and have advantage on every roll until the next dawn. On tails, bad luck befalls you! You lose a point of inspiration (if you do not have any, this will drive you into the negatives) and have disadvantage on every roll until the next dawn.
27 Invisibility Potion You are Invisible. While Invisible, you are impossible to see without the aid of magic or a special sense. For the purpose of hiding, you are heavily obscured. Attack rolls made against you have disadvantage, and all of your attack rolls have advantage. However, your location can be detected by any noise you make or any tracks you leave. This lasts until the next dawn.
28 Glow Potion You glow in the dark. You shine bright light in a radius of 5 feet, and dim light for an additional 10 feet. This potion lasts until the next dawn.
29 Potion of Featherfall For the duration, you are immune to falling damage. When falling, you experience the effects of the spell Featherfall, having your rate of descent slowed to 60 ft per round and taking no damage upon touching the ground. However, rather than the spell ending as soon as you make contact with the ground, the effect of this potion lasts until the next dawn.
30 Potion of Vigor A bubblegum pink fluid. 4d8+4 healing.
31 Adrenaline Potion An orange fluid. Add your proficiency modifier to your Constitution and Strength scores (if you already have proficiency you will gain expertise) until the next dawn.
32 Potion of Source A lime green fluid. Refresh spellslots twice without taking a long or short rest. Roll a d4. You may cast spells equal to the number at one spell slot lower than normal. This does not give you the ability to cast a spell that is normally one spell slot above your highest available. This lasts until the next dawn.
33 Potion of Ethereal Form You transform into a Ghost. You retain all of your physical and mental stats and gain all of the abilities of a Ghost. This lasts until the next dawn.
34 Potion of Lightning An electric yellow fluid. Your Movement speed is doubled and you gain advantage on Dexterity saving throws. This lasts until the next dawn.
35 Potion of the Mystic A creamy brown fluid. Add your proficiency modifier to Arcana checks (if you already have proficiency you will gain expertise) and advantage on Wisdom saving throws until the next dawn.
36 Potion of the Juggernaut A deep blue fluid. You gain +4 AC and advantage on all Strength and Dexterity checks. Your movement speed is halved. This lasts until the next dawn.
37 Hero's Elixir A pure white fluid with rainbow particulates swirling inside of it. Upon drinking this potion, you gain +4 AC, double your Movement speed, regenerate 2d4+2 health each round, and can refresh your spellslots twice without taking a long or short rest. This lasts until the next dawn. Once the potion has worn off, you will suffer two levels of Exhaustion.
38 Potion of the Tank A purple fluid. Gain +4 AC and advantage on Constitution saving throws until the next dawn. You have resistance to Slashing, Bludgeoning, and Piercing damage.
39 Quickspell Potion A piss yellow fluid. Your spells act quickly. Roll a d4. For a number of spells equal to the roll, you may choose to hit automatically, circumventing any ranged attack rolls or saving throws. This lasts until the next dawn.
40 Spellbolster Potion A teal fluid. Your spells are protected. Roll a d4. For a number of spells equal to the roll, you may choose to ignore the effects of a Dispel Magic or Counterspell cast against you. This does not work against an Antimagic Field. The potion lasts until the next dawn.
41 Potion of the Pugilist A minty green fluid. You do not suffer the effects of wearing armor types you are not proficient in and gain an advantage to Stealth checks until the next dawn.
42 Potion of Revelation You experience an Existential Crisis. You suddenly understand the true nature of reality, and are aware of your existence as a fictional character in a world run by dice and sheets, ruled over by a cryptic entity known as the DM. However, any attempt to convey this information fails, leaving you to suffer in silence. This potion lasts until the next dawn.
43 Potion of Petrification You are Petrified. You are transformed into stone, your weight is multiplied by ten, and you cease to age. While Petrified, you can take no Actions or Reactions, cannot move or speak, and are unaware of your surroundings. You automatically fail Strength and Dexterity saving throws, and all attacks made against you have advantage. However, you gain Resistance to all damage types, and are immune to poison and disease.
44 Potion of Bestial Form You transform into a random Beast with a challenge rating equivalent to your level divided by 3, rounded down. In this form, you acquire the physical stats of the Beast you have transformed into, but retain your mental stats. You cannot speak in any language, but retain understanding of all languages you previously knew. This lasts until the next dawn.
45 Potion of Instant Knockout You are Unconscious. You can make no Actions or Reactions, cannot move or speak, and are unaware of your surroundings. You drop whatever you were holding, and become Prone. You automatically fail all Strength and Dexterity saving throws, and all attacks made against you have advantage. Additionally, any attack that hits you is a critical hit if the attacker is within 5 ft of you. You wake up at the next dawn.
46 Proficiency Potion Upon drinking this glimmering silver fluid, you may add your proficiency modifier to any one skill you are not already proficient in. This proficiency is lost at the next dawn.
47 Potion of the Seer You suddenly gain clairvoyant abilities, and witness a vision of an event to happen at an indeterminate point in the future. The potion wears off after one round of combat, or in one minute.
48 Potion of Darkvision Upon drinking this pitch black fluid, you are granted Darkvision, if you do not already have it. If you do, the color restriction is removed, allowing you to see full color in pitch blackness. This lasts until the next dawn.
49 Bodyswap Potion This potion is twice the size of a normal potion, leading you to believe it is meant to be shared. When this potion is ingested by two separate individuals, upon the completion of the second drink both individuals will instantly collapse, falling Unconscious. Within one minute, the pair will wake up to find they have transferred into the other's body. This effect is permanent until another Bodyswap Potion is consumed.
50 Potion of Rebirth You transform into your fetal form, be it a mammalian fetus, an egg, or otherwise. In this form, you are vulnerable to all forms of attack and have 0 Movement speed. At the next dawn, you rapidly grow back up, losing all of your physical blemishes and deformities in the process. You retain all your memories, knowledge, and experience, but your appearance may subtly change as your DNA arranges in a new pattern. Your new appearance, if any, is up to you.
51 Potion of Paralysis You are Paralyzed. While paralyzed, you cannot take Actions or Reactions, cannot move or speak, and automatically fail Strength and Dexterity saving throws. Additionally, all attack rolls made against you have advantage, and any attack that hits you is a critical hit if the attacker is within 5 ft of you.
52 Potion of the Meditator If you are not an elf of some description, you gain the Elvish ability of Trance and may do this once instead of taking a long rest. If you are an elf, this potion has no effect besides tasting nice.
53 Lifesense Potion For the duration, all living beings within a 60 ft radius of you are outlined in red. You can see these red outlines through walls and other obstructions, with no limit. This potion lasts until the next dawn.
54 Dangersense Potion For the duration, all traps and other sources of danger (excluding living beings) within a 60 ft radius of your person are outlined in red. You can see these red outlines through walls and other obstructions, with no limit. Additionally, you gain advantage to any check made to disarm a trap that you sense. This potion lasts until the next dawn.
55 Potion of Elemental Form You transform into a random Elemental with a challenge rating equivalent to your level divided by 3, rounded down. In this form, you acquire the physical stats of the Elemental you have transformed into, but retain your mental stats. You can only speak in Primordial, but retain understanding of all languages you previously knew. This lasts until the next dawn.
56 Potion of Water-Breathing You gain the ability to breathe underwater. This potion lasts until the next dawn.
57 Potion of Inflammability You gain immunity to fire damage and suffer no adverse effects in high temperatures. This potion lasts until the next dawn.
58 Potion of the Charmed Upon drinking this potion, you become Charmed by the next living being that you see. You now consider them your friend, and can no longer attack them or target them with any harmful abilities or magical effects. In fact, the thought doesn't even occur to you. Additionally, the charmer gains advantage on any ability check to socially interact with you.
59 Potion of the Foreigner You temporarily lose the ability to speak or understand any language. This lasts until the next dawn.
60 Potion of the Polyglot You temporarily gain the ability to speak and understand all languages. This lasts until the next dawn.
61 Potion of the Linguist You permanently learn one new language of your choice.
62 Potion of Moonlight You become a Werewolf. You retain all of your original statistics and appearance, but gain the Werewolf's ability to Shapechange and their Keen Hearing and Smell. Additionally, you gain the damage immunities and the Werewolf's attacks. This effect is permanent, unless another Potion of Moonlight is consumed, at which point you transform back into an ordinary member of your race.
63 Potion of Sex Change Your biological sex changes. If you were born male, you become a female, and vice versa. This effect is permanent until another Potion of Sex Change is consumed.
64 Potion of Racial Change You transform into another playable race of your choice, gaining all of their racial bonuses and abilities and subtracting those of your original race. This effect is permanent until another Potion of Racial Change is consumed.
65 Potion of Leeching For the duration, you are healed for half of all damage you deal to another living being. This lasts until the next dawn.
66 Potion of Fiendish Form You temporarily take on the visage of a Fiend of your choice and gain an unholy presence. You do not gain any Fiendish abilities or bonuses, but you gain the ability to speak both Infernal and Abyssal, are susceptible to all spells and abilities that target Fiends, and gain an advantage to Charisma checks and expertise in Intimidation until the next dawn.
67 Potion of Dragon's Breath Roll a d10. You gain the dragonborn breath weapon associated with that number. This potion lasts until the next dawn.
68 Potion of Yuan-Ti Resistance You gain advantage on saving throws against spells and other magical effects. Additionally, you gain immunity to all forms of poison. This lasts until the next dawn.
69 Potion of Succubus Charm You are irresistible. As an action, you may subject any one creature of your choice to the effects of Suggestion, regardless of whether you have the spell or not. Additionally, you gain an advantage on all Charisma-based checks, and add your proficiency bonus to your Persuasion modifier (if you already have proficiency, you will gain expertise.) This potion lasts until the next dawn.
70 Potion of Targetless Teleportation You randomly appear at another location in the Material Plane.
71 Potion of Targeted Teleportation You may teleport within 15 feet of any creature that you have met or have a clear mental image of and is on the Material Plane, once.
72 Potion of Wild Magic You experience a Wild Magic Burst. Consult any Wild Magic table of your choice and roll the appropriate die to determine which effect occurs.
73 Potion of Renewed Life This potion has no effect on living beings. However, if fed into the mouth of a corpse that has died within the past year, the deceased will be restored to life. All wounds stitch up, and any diseases in the body are destroyed. They will awaken at 1 HP and must complete a long rest before returning to their condition before death. If the deceased died of old age, their lifespan will be doubled, and they will no longer suffer any additional effects of aging.
74 Potion of Truesight You gain the effects of Truesight. This lasts until the next dawn.
75 Potion of the Apostate You temporarily gain communion with a random Warlock Patron of your choice. While communing with this patron, you may request Warlock abilities, including spells and Invocations.
76 Potion of the Faithful You temporarily gain communion with a random God of your choice. While communing with this God, you may request Clerical abilities, including spells and Channel Divinity.
77 Potion of Celestial Form You temporarily take on the visage of a Celestial of your choice and are granted a divine presence. You do not gain any Celestial abilities or bonuses, but you gain the ability to speak Celestial, are susceptible to all spells and abilities that target Celestials, and gain an advantage to Charisma checks and expertise in Persuasion until the next dawn.
78 Potion of the Acrobat You gain proficiency in Acrobatics until the next dawn. If you already have proficiency, you gain expertise.
79 Potion of the Whisperer You gain proficiency in Animal Handling until the next dawn. If you already have proficiency, you gain expertise.
80 Potion of the Arcanist You gain proficiency in Arcana until the next dawn. If you already have proficiency, you gain expertise.
81 Potion of the Athlete You gain proficiency in Athletics until the next dawn. If you already have proficiency, you gain expertise.
82 Potion of the Chameleon You gain proficiency in Deception until the next dawn. If you already have proficiency, you gain expertise.
83 Potion of the Historian You gain proficiency in History until the next dawn. If you already have proficiency, you gain expertise.
84 Potion of the Sentimentalist You gain proficiency in Insight until the next dawn. If you already have proficiency, you gain expertise.
85 Potion of the Tyrant You gain proficiency in Intimidation until the next dawn. If you already have proficiency, you gain expertise.
86 Potion of the Sleuth You gain proficiency in Investigation until the next dawn. If you already have proficiency, you gain expertise.
87 Potion of the Practitioner You gain proficiency in Medicine until the next dawn. If you already have proficiency, you gain expertise.
88 Potion of the Naturalist You gain proficiency in Nature until the next dawn. If you already have proficiency, you gain expertise.
89 Potion of the Observer You gain proficiency in Perception until the next dawn. If you already have proficiency, you gain expertise.
90 Potion of the Performer You gain proficiency in Performance until the next dawn. If you already have proficiency, you gain expertise.
91 Potion of the Silver-tongue You gain proficiency in Persuasion until the next dawn. If you already have proficiency, you gain expertise.
92 Potion of the Disciple You gain proficiency in Religion until the next dawn. If you already have proficiency, you gain expertise.
93 Potion of the Kleptomaniac You gain proficiency in Sleight of Hand until the next dawn. If you already have proficiency, you gain expertise.
94 Potion of the Shadow You gain proficiency in Stealth until the next dawn. If you already have proficiency, you gain expertise.
95 Potion of the Survivor You gain proficiency in Survival until the next dawn. If you already have proficiency, you gain expertise.
96 Potion of General Resistance You temporarily gain Resistance to all forms of attack. This lasts until the next dawn.
97 Potion of General Immunity You temporarily gain Immunity to all forms of attack. This lasts until the next dawn.
98 Potion of Radiance You shine with a radiant, blinding light out to a radius of 60 feet. Each creature of your choice in this radius must make a Constitution saving throw. On a failure, they take 10d10 Radiant damage. On a success, the damage is halved. This potion wears off after one round of combat, or in one minute.
99 Potion of Immortality You are no longer capable of dying of old age. However, physical damage and disease may still kill you.
100 Celestial Ichor You gain the effects of a Hero's Elixir, a Potion of General Immunity, a Potion of the Polyglot, a Potion of Targeted Teleportation, and a Potion of Celestial Form. Additionally, you may choose to use the ability of a Potion of Radiance once. This potion lasts until the next dawn.
Table 2:
Number: Name: Effect:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40 Prismatic Potion When you drink this potion, roll a d8. Every part of your body changes color in pigmentation to the corresponding color of the rainbow, starting with red. If you roll an 8, your body is rainbow, slowly fading from one color to the next. This potion lasts until the next dawn.
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
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