Adventurers and dungeoneers may stumble across these potions as the remnants of a great battle. They may yet turn the tide in a fight of life and death! These potions would cost 500-600 to purchase or half as much to sell.

  • Contagion- (1 action. Consumed. Lasts 7 days) Your potion inflicts disease. Make a melee attack against a creature within your reach. On a hit, you inject the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the concoction ends. Since this concoction induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

    Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

    Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

    Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

    Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

    Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

    Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.  (Poison)

  • Greater rejuvenation potion- (1 action. Consumed. Contains diamond dust worth at least 100 gp) You imbue a creature with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

    • One effect that charmed or petrified the target

    • One curse, including the target’s attunement to a cursed magic item

    • Any reduction to one of the target’s ability scores

    • One effect reducing the target’s hit point maximum (Potion)

  • Health Potion- (1 action. Thrown/Fired. Contains Unicorn eyelash and a monk's prayer bead) A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8+your concoction ability modifier. This concotion has no effect on undead or constructs. (potion)

  • Hypnotic haze- (1 action. Thrown/fired. Contains Brain leech worm extract. Lasts 1 minute) You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by a spell, this concoction's effect ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the concoction's effect ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory. (Mutagen)

  • Medusa oil- (1 bonus action. Touch range. Ingredients; Medusa eye and cockatrice beak. Duration; 1 minute) You douse a weapon in the condensed oil from the eye of a medusa, and the dust of a cockatrice's beak. The next time you hit a creature with this weapon, you deal an additional 5D10 necrotic damage,as their flesh is seared and flakes of like slate. Additionally, if the target has 50 hit points or fewer, you turn it to stone completely, which can only be removed with a "remove curse" spell or a stone-flesh spell/potion. (Poison)

  • Mustard bomb- (1 action. Thrown/fired. Ingredients; sulfur and chlorine. Lasts 10 minutes)You create a 20-foot-radius sphere of poisonous, yellowgreen fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the effect. Its area is heavily obscured. When a creature enters the concoction's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. (Poison)

  • Medusa Medicine- (1 action. Thrown/Fired. Contains venom of a medusa. Lasts 1 minute) Choose a creature that you can see within range. The target must succeed on a Con saving throw or be paralyzed for the duration as their tissue calcifies into hard bone! This concoction has no effect on undead or constructs. At the end of each of its turns, the target can make another Con saving throw. On a success, the concoction's effect on the target. (Mutagen)

  • Wyvern's breath- (1 action. 60 foot cone. Ingredients; wyvern venom, black pudding essence) A blast of acidic mist erupts from the vial in your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 acid damage on a failed save, or half as much damage on a successful one. A creature killed by this melts into a viscous liquid. (poison)