These potions are very common and are likely to be sold in any magic shop. They range in price, anywhere from 50-100 gold and can be sold for half as much.

  • Bag of Winds- (1 action. Range Self/15 foot cube. Contains fragments of a torn bag of holding or portable hole) A gust of potent wind sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. (Potion)

  • Bewitchment brew- (1 action. Thrown/ fired/ consumed. Ingredients; ergot fungus, hyocine leaf, beetle carapace. Lasts 1 hour) You throw a test tube of an iridescent colour, which releases a colourful gas. The recipient of this attack must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the concoction ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends it knows it has been charmed. (Poison)

  • Bull's rage- (1 bonus action. Thrown/fired. Bull's blood, pit fiend dust. Lasts 1 minute) You attempt to compel a creature into a duel by pumping their blood full or an experimental rage hormone. One creature within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your demand for the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this concoction doesn't restrict the target's movement for that turn.
    The effect ends if you attack any other creature, if you target a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. (Mutagen)

  • Create or destroy water- (1 action. Thrown/fired. Contains powdered water elemental heart.)
    Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

    Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
    (Potion)

  • Cricket- (1 action. Consumed. Contains boiled rubber, cricket wings. Lasts 1 minute) When a creature consumes this concoction, the creature’s jump distance is tripled until the effect ends. Depending on the strength of the concoction, a consumer may grow vestigial wings, their legs may bend to a cricket's shape or simply grow a layer of flaky exo-skin around their legs which peels off when the effect ends. (Mutagen)

  • Globe of calamitous intent- (1 action. Thrown/fired. Ingredients; the hearts of a handful of elementals) Hastily mixing a combination of poorly understood chemicals into a glass globe, you throw an orb of transforming elements at an opponent. You choose acid, cold, fire, lightning, poison, necrotic or thunder for the type of potion you create, and then make a ranged attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. (Bomb)

  • Grease bomb- (1 action. Thrown/fired. Contains seal blubber. Lasts 1 minute) Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (Bomb)

  • Jester gas- (1 action. Thrown/fired. Ingredients; a clown's white makeup, bat wing, the hair of a lunatic. Lasts 1 minute) A creature that you hit with this pungent purple gas perceives everything as hilariously funny and falls into fits of laughter if this concoction affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

    At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the potion's effect ends. (poison)

  • Lesser healing potion- (1 action. Thrown/fired. Contains rose petal and blood of a newborn lamb) A creature of your choice that you can see within range regains hit points equal to 1d4 + your Int ability modifier. This concoction has no effect on undead or constructs. (potion)

  • Magic detection flask- (1 action. Self range. Contains Beholder dust. Lasts 10 minutes) You brew a mixture of chemicals in a glass flask. This volatile brew glows in the presence of magic, glowing brighter the closer it becomes to something magical. For the duration, you sense the presence of magic within 30 feet of you. The concoction changes colour based on the school of magic, if any. The concoction's detection can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. (potion)

  • Minor Health potion- (1 action. Consumed. Contains rose petals and unicorn hair) A creature that drinks this dull red liquid regains a number of hit points equal to 1d8 + your Int ability modifier. This concoction has no effect on undead or constructs. (potion)

  • Purify food and drink- (1 action. Thrown/fired. Contains an elven pie crust, dwarven mead and ambrosia) All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. (Potion)

  • Scholar's Friend: (1 action. Consumed. Ingredients; soot, salt, dust of an ancient spell book. Lasts 1 hour) For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

    This concoction doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. (Potion)

  • Stalker tag- (1 action. Thrown/fired. Lasts 1 minute) You choose one target within range and mage an attack roll to hit them. The creature or object within range is outlined by blue, green, or violet light (your choice). Any creature in a 20 foot cube when the concoction goes off is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. (Potion)

  • Sun spray- (1 action. Self, 15 foot cone. Ingredients; diamond dust, silver. Duration 1 round) You shake up a highly pressurized potion, and release it as a spray in a cone in front of you. A dazzling array of flashing, colored light springs from your bottle. Roll 6d10; the total is how many hit points of creatures this concoction can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this concoction is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. (Potion)

  • Sleeping Potion- (1 action. Thrown/fired. Contains sand, eyelashes of a hypnotized witch. Lasts 1 minute) This concoction sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this concoction falls unconscious until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures’ hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. (Potion)

  • Smoke bomb- (1 action. Throw/fired. Contains fog spirit essence. Lasts 1 hour) You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. (Bomb)

  • Tiger oil- (Bonus action. Touch. Ingredients; Tiger blood, quicklime, pine resin, calcium phosphate, sulphur. Lasts 1 minute) You douse a weapon in a weapon oil that quickly sparks into a deep red flame. For the duration, weapon attacks made with this weapon deal an additional 1D8 fire damage. (potion)

  • Troll's Blood formula- (1 action. Consumed. Contains Troll's blood and starfish blood. Lasts 1 hour) Bolstering your self with the grim blue blood of trolls, your wounds start to slowly heal over. You gain 1d4+4 temporary hit points for the duration. (Mutagen)

  • Vigor- (1 action. Consumed. Contains bull's hormones and cocoa leaf. Lasts 1 minute) A creature that consumes this potion is imbued with bravery. Until the effect ends, the creature is immune to being frightened and gains temporary hit points equal to your Int ability modifier at the start of each of its turns. When the effect ends, the target loses any remaining temporary hit points from this concoction. (potion)