| Number | Name | Description | Type | Rarity |
|---|---|---|---|---|
| 18 | Grandma's Turnip Soup | This potion tastes like a soup made with love. When you consume it during a short rest, you can roll 1d4 Hit Dice (adding your Constitution modifier to each and regaining hit points equal to the total) without expending them. | Common | Utility 18 |
| 12 | Pathseeking | This potion is brewed for the specific task of detecting tracks left by a secret path potion. These tracks appear to you as glowing footprints made with uncanny detail. The effects of this potion last for 1 hour | Common | Utility 12 |
| 29 | Potion of Soft Steps | When you drink this frothy brew, you float an inch off the ground and walk on a cushion of air. For the next 10 minutes, you gain a +2 bonus to Dexterity (Stealth) checks, and you leave no discernible tracks | Common | Utility 29 |
| 24 | Liquid Mending | Also known as “craftsman in a bottle,” this well-loved potion is found in most homes and shops. You can pour this potion over an object to repair a single break or tear in it, as if by the Mending* spell. | Common | Utility 24 |
| 2 | Flip and Skip | This blue potion sparkles and fizzes when opened and makes your tongue tingle when imbibed. For the next hour, you gain a +3 bonus to Dexterity (Acrobatics) checks. | Common | Utility 2 |
| 30 | Liquid Cat | This lively swirling concoction transforms and solidifies into a friendly cat when poured out. The cat serves you as a familiar, as if from the Find Familiar* spell. The cat disappears after 24 hours. | Common | Utility 30 |
| 17 | Secret Path | When this potion is applied to a pair of boots, it allows their wearer to leave a trail of magical tracks that are invisible to the naked eye. This trail is only visible to a creature who can see invisible objects (such as one benefiting from see invisibility or truesight) or has imbibed a pathseeking potion. When this potion is brewed, the creator can choose the color of the tracks. The boots leave tracks for 24 hours, and the tracks last for one month before fading from view | Common | Utility 17 |
| 21 | Soft Paw | When consumed, this liquorice-flavored potion turns your hands and feet into fur-covered paws. For the next 10 minutes, you have advantage on Dexterity checks. | Common | Utility 21 |
| 3 | Brute Brew | Drinking this brownish broth fills your sinews with ogreish power. For the next hour, you gain a +3 bonus to Strength (Athletics) checks. | Common | Utility 3 |
| 11 | Irresistible Charm | Once imbibed, a tingling sensation builds within you, bubbling up into a giddy euphoria of confident charm. For the next 10 minutes, you gain expertise in the Persuasion skill, which means you can add twice your proficiency bonus to any ability check you make with it. | Common | Utility 11 |
| 23 | Cat's Eye | When you imbibe this potion, your eyes become catlike, and you can choose their color. For the next hour, you gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet | Common | Utility 23 |
| 5 | Detective's Tonic | This subtle bourbon-flavored potion burns when consumed. For the next hour, you gain a +3 bonus to Intelligence (Investigation) checks. | Common | Utility 5 |
| 27 | Pig Snout | After drinking this pink pastel potion, there is a brief uncomfortable transformation, where the imbiber grows a beautiful, snuffling pig snout. For the next hour, you become very fond of truffles, perhaps even to the point of belligerence, and you have advantage on Wisdom (Perception) checks that rely on smell. | Common | Utility 27 |
| 13 | Iron Belly | Legend has it that some rangers would use this potion during long treks in the wilderness so they could eat unknown roots and fungi as well as drink from lakes and lowland streams without fear of illness. When imbibed, you gain 5 temporary hit points and resistance to poison damage for 1 hour. | Common | Utility 13 |
| 10 | Tiny Telekinesis | When you drink this potion, you feel a slight pressure behind your eyes as though something is pushing on the inside of your skull trying to get out. For the next minute, you gain the ability to move an inanimate object within 60 feet of you with your mind. The object can be no larger than 5 inches in diameter and weigh no more than 1 pound, and it can’t be worn or carried. Moving an object in this way requires an action. You can move the object up to 30 feet in any direction, and you can’t move it more than 60 feet away from you. | Common | Utility 10 |
| 22 | Potion of Healing Touch | When this glowing blue potion is poured on your hands, it gives you the ability to heal. As a bonus action, you can touch a creature, causing it to regain 2d4 hit points. This potion’s effects last 1 hour or until you have used this ability. | Common | Utility 22 |
| 8 | Eyes of Enhancing | When this potion is poured over your eyes, your longrange vision enhances. For 4 hours, you can see up to 300 feet away as if looking at something one-tenth as far away from you | Common | Utility 8 |
| 7 | Perfect Memory | For 1 hour after drinking this potion, everything you see and hear is recorded perfectly in your memory. You can recall these memories up to 24 hours later. After that, all the memories begin to fade with only the most memorable parts remaining | Common | Utility 7 |
| 15 | Duck Foot | When you drink this brackish-smelling potion, your hands and feet begin to tingle. Within seconds, they turn a bright orange and become webbed like a mallard’s feet. For the next hour, you gain a swimming speed of 40 feet and are able to make a very convincing quacking sound. | Common | Utility 15 |
| 9 | Glowskin | Ironically, glowskin potions are jet black in color. For 4 hours after drinking this potion, your skin sheds bright light in a 30-foot radius and dim light for an additional 30 feet | Common | Utility 9 |
| 6 | Cave Diver | When poured on your hands and feet, they temporarily become stained with a deep indigo color. For the next 10 minutes, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed. | Common | Utility 6 |
| 14 | Face of Horror | Drinking this potion gives you a grim demeanor which strikes fear into those who view you. For the next minute, you have advantage on Charisma (Intimidation) checks | Common | Utility 14 |
| 25 | Liquid Lockpick | Although frowned upon in many villages, this useful potion is still sought after by many for both wholesome and nefarious reasons. You can pour the potion into a lock, loosening the mechanism inside and decreasing the DC to pick it by 1d4. Once a lock’s DC is reduced by this potion, its DC can’t be reduced by another liquid lockpick potion. The effects of this potion last for 1 hour. | Common | Utility 25 |
| 4 | Animal Affinity | This potion has a violet color and smells like a spring meadow. When you drink it, you become very calm and are able to sense the subtle cues from all kinds of animals. For the next hour, you gain a +3 bonus to Wisdom (Animal Handling) checks. | Common | Utility 4 |
| 20 | Homeward Tonic | This fiery red elixir smells of home and drinking it gives a sensation of comfort when consumed. For the next 24 hours, you always know the direction of the place you consider home. | Common | Utility 20 |
| 26 | Language Lore | This grayish potion tastes like chewed up paper. For 1 hour after drinking it, you understand the literal meaning of any spoken language that you hear | Common | Utility 26 |
| 1 | Sensorius Maximus | This effervescent green potion tastes like an old sock. When imbibed, it heightens all the senses with an expansive, almost euphoric feeling. For the next hour, you gain a +3 bonus to Wisdom (Perception) checks. | Common | Utility 1 |
| 28 | Liquid Clue | When poured in a room this concoction act as if you cast the spell Clue and Bloodprint | Common | Utility 28 |
| 19 | Herbalist's Aid | Drinking this highly sought-after potion grants you a unique sense helpful for detecting ingredients. For the next hour, you gain a +3 bonus to all ability checks made to locate an ingredient. | Common | Utility 19 |
| 16 | Potion of Fog | When you drink this potion, a billow of thick fog pours from your mouth, duplicating the effect of the Fog Cloud* spell (no concentration required) centered on you. The cloud lasts for 1 hour, and it moves with you, remaining centered on you. As an action, you can expel all remaining fog from your stomach, causing it to remain centered on that space for the duration. The fog produces a scent of your choice. | Common | Utility 16 |
| 19 | Thunder Belch | A thunderous belch occurs after 1d4 rounds | Common | Combat 19 |
| 9 | Wonder Juice | ? | Common | Combat 9 |
| 5 | Spirit Armor | AC 15 | Common | Combat 5 |
| 18 | Slug Skin | Common | Combat 18 | |
| 20 | Combat20 | Thrown marking | Common | Combat 20 |
| 38 | Chaos 38 | Plant it. | Uncommon | Chaos 38 |
| 35 | Spirit Appendage | This bitter unappealing elixir turns your stomach and is often a fight to keep down your gullet. Once consumed, you grow a 6-foot-long prehensile tail, which takes a form decided by the GM. The tail can be used as if it were a third arm and can easily support your own weight. The tail lasts for 1d12 days before falling off. | Uncommon | Chaos 35 |
| 4 | Beast Hide | Drinking this concoction thickens your skin and grows patches of fur all around your body. Frost that would normally freeze your skin instead melts on contact. For 1 minute, you have resistance to cold damage. | Common | Combat 4 |
| 44 | Enhanced Static Shock | This potion makes you feel tingly as it charges you up with static electricity. Immediately after a creature touches you or hits you with a melee attack made with a metal weapon in the next 24 hours, you can use your reaction to send a charge of static electricity back at that creature, dealing 3d10 lightning damage to it. Once you do so, the effects of this potion end. | Uncommon | Combat 44 |
| 29 | Bottled Slime | This mischievous little slime can sometimes form in place of a potion. If noticed before being consumed, it can be thrown to an unoccupied space within 30 feet of you, releasing the slime when it shatters. After hurling the potion, a tiny Gray Slime appears in the space and acts of its own volition. | Common | Chaos 29 |