These potions are usually brewed specifically by alchemists, and will need to be found is specialist shops or infrequently in dungeons. They range in cost from 100-150 gold and can be sold for half as much.

  • Beholder's bane- (1 action. Thrown/Fired. Ingredients; Beholder eye, shard of an old mirror ground to dust. Lasts 1 minute)You can blind or deafen a foe. Choose one creature that you can see within throwing range of your concoction to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. (Poison)

  • Dragon scale formula- (1 action. Consumed. Ingredients; A handful of dragon scales/teeth. Lasts 1 hour) The imbiber of this potion grows tough, colourful lizard scales all over their body until the concoction wears off. The target's AC can't be less than 16 regardless of what kind of armour they're wearing and they are resistant to fire damage. (Mutagen)

  • Duper's Draught- (1 action, Consumed, Ingredients chameleon eye, mimic dust, Duration 1 hour). When you drink the thick, green, porridge-like potion, you assume a different form. When you drink this potion, choose one of the following options, the effects of which last for the duration of the concoction. During the potion's effect, you can end the effects of one option to gain the benefits of a different one.
    Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
    Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the concoction, you can use your action to change your appearance in this way again.
    Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. (Mutagen)

  • Fortitude- (1 action, thrown/fired, Components Horse blood & coca leaf, duration 8 hours) You throw an inky red potion that combusts into pink smoke. Choose up to 3 creatures that are standing within 5 feet of each other within range. Each creature's hit point maximum and current hit points increase by 5 for the duration and their eyes turn a deep red colour.
    At higher levels. When you brew this potion using a concoction slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot above 2nd. (Mutagen)

  • Placidification brew- (1 action. Thrown/fired, 20-foot radius. Ingredients; fairy wing, hemp leaves, opium. Lasts 1 minute) You throw a globe containing a mint green liquid within range. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
    Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
    When the potion effect ends, the creature becomes hostile again, unless the DM rules otherwise. (Potion)

  • Truth serum- (1 action. Consumed. Ingredients; Dregshroom dust, lotus oil, shaving of a judges gavel. Lasts 10 minutes) Once consumed, the target cannot willingly deceive anyone. Until the concoction's effects end, must make a Charisma saving throw. On a failed save a creature can't speak a deliberate lie. You know weather the target fails their save, and the creature is aware that they are under the effects of the concoction.
    Your target can be deliberately evasive or try and not respond at all, but they cannot withhold the truth if asked directly for the duration of the effect. (poison)

  • The Ice Hornet- (1 action. Thrown/fired. Ingredients; Yeti tongue, Ice Mephit heart) You throw two globes of highly reactive chemicals, which meet in the same spot. When they touch one another, they fill the air with jagged shards of ice in a cube, five feet on each side. A creature takes 4D4 piercing damage when it enters the spell's area for the first time, or if it starts it's turn here for the duration of the reaction. (Bomb)
     

  • Evolution serum- (1 action. Consumed. fur or a feather from a beast. Lasts 1 hour) A creature that consumes this thick black liquid has their genetics altered to have them suit their environment more accurately. Choose one of the following effects; the target gains that effect until the end of the concoction. For the duration, the consumer also grows physical traits related to the type of mutation. They might grow enormous muscles, pheromone secretion glands, or a third eye for example. (Mutagen)
    Endurance
    . The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the effect ends.
    Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
    Dexterity. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
    Pheromones. The target has advantage on Charisma checks.
    Cunning. The target has advantage on Intelligence checks.
    Wisdom. The target has advantage on Wisdom checks.

  • Greater Bewitchment brew- (1 action. Thrown/fired. Ingredients; ergot fungus, hyocine leaf, fairy hair. Lasts 1 minute) One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the effect ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends. (poison)

  • Organic adhesive- (1 action. Thrown/fired. Contains a small, straight piece of iron and horse tendons. Lasts 1 minute) Choose a humanoid that you can see within range. The target's skin begins to ooze and deform into a sticky paste, gluing all their appendages together. The target must succeed on a strength saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another strength saving throw. On a success, the effect ends on the target. (Potion)

  • Invisibility Potion- (1 action. Consumed. an eyelash encased in gum arabic. Lasts 1 hour) A creature that consumes this potion becomes invisible until the effect ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The potion ends for a target that attacks or casts a spell. (potion)

  • Ailment Antidote- (1 action. Consumed. Contains swamp rat finger and newt eye) A creature that drinks this potion can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. (Potion)

  • Phantom sight- (1 action. Consumed. Contains a pinch of talc and a small sprinkling of powdered silver. Lasts 1 hour) For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. (Potion)

  • Subtle's favorite- (1 action. Thrown/Fired. Contains a snake’s tongue and either a bit of honeycomb or a drop of sweet oil. Lasts 8 hours) You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.
    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the concoction's effect ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the potion expires, the activity isn’t performed. If you or any of your companions damage the target, the concoction's effects are broken. (potion)

  • Bolstering Miasma- (1 action. Thrown/fired. Contains lion's blood. Lasts 8 hours) Your concoction forms a thick mist that empowers your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. (potion)

  • Potion of life warding- (1 action. Consumed. Salt, copper, and iron. Lasts 10 days) You pour this concoction into the mouth or a corpse or over other remains. For the duration, the target is protected from decay and can’t become undead. The concoction also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. (Potion)

  • Potion of Salvation- (10 minutes to brew. Thrown/Fired. Contains a shred of the garment of a prophet) Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your concoction brewing ability modifier. This potion has no effect on undead or constructs. (Potion)

    At Higher Levels: When you brew this concoction using a slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

  • Protection from poison- (1 action. Consumed. Contains, somewhat ironically, snake venom. Lasts 1 hour) A creature consumes this concoction. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. (Poison)

  • Hush- (1 action. Thrown/Fired. Lasts 10 minutes) For the duration, no sound can be created within or pass through a 20-foot-radius sphere centred on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. (Bomb)

  • Drow's eye formula- (1 action. Consumed. Contains the fluid from a drow's eye. Lasts 8 hours) A willing creature that drinks this potion is granted the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. (potion)

  • Weapon fortification syrum- (Bonus action. Touch. Lasts 1 hour)

    You pour this glowing green liquid on to a nonmagical weapon. Until the effect ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. (potion)

  • Soulfire- (1 action. Touch. Requires a page of a pyromancer's spellbook. Lasts until dispelled)

    A sickly teal flame, equivalent in brightness to a torch, springs forth from a globe and drenches an object you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched. This a tiny wellspring of a very sinister and forbidden force that most mages would shy away from, but a rational alchemist would see no problem is using as a tool. (Potion)
    For more details on the use of forbidden pyromancy, check out our homebrew Pyromancer class!

  • Ventablack- (1 action. Thrown/fired. Contains bat fur and a drop of pitch or piece of coal. Lasts 10 minutes) Magical darkness spreads from a point you choose with in range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bow l or a helm , blocks the darkness. If any of this effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (Bomb)

  • Pym particles- (1 action. Thrown/Fired. Radioactive particles. Lasts 1 minute) You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the concoction has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. (Potion)

    Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

    Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1)

  • Misty Step Potion- (1 bonus action. Consumed. Contains a wizard's scroll of misty step ground into a fine dust)  Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (Potion)

  • Web shooter- (1 Action. Thrown/fired. Contains some spiderweb. Lasts 1 hour) You throw a globe that creates a mass of thick, sticky webbing at a point of your choice within range upon impact. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (Bomb)

  • Gecko- (1 action. Consumed. Contains a drop of bitumen and a lizard. Lasts 1 hour) Until the concoction ends, one willing creature grows tiny almost invisible hairs all over their body and gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. (Mutagen)