These potions are usually only found in the pockets of wizards and high elves, who's magical affinity is hard to match. If you can find a vendor of these exotic potions, they usually sell for 350 to 400 gold and can be sold for half as much.

  • Stone skin potion- (1 action. Consumed. Ingredients; the heart of a stone golem. Lasts 1 hour) The imbiber of this potion grows tough, grey cobbled stones all over their body until the concoction wears off. The target has resistance to bludgeoning, piercing and slashing damage. (Mutagen)

  • Cleansing Miasma- (1 action. Thrown/fired, 30 foot radius. Ingredients; hair of a priest, unicorn tear, penicillin. Lasts 10 minutes) You throw a globe of thick, blue liquid which bursts into a cloud of healing smoke when it hits the ground. Each creature in the cloud (including you and all hostiles) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. (Potion)

  • Desiccation formula- (1 action. Consumed. Ingredients; Mummy finger, dehydrated water elemental, sand) This clear, but viscous liquid has the faint scent of aniseed and when consumed, has the effect of draining moisture and vitality from anyone who has the misfortune to drink it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a non magical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. (Poison)

  • Healing Miasma- (1 action. Thrown/fired, 30 foot radius. Ingredients; red mountain flower, singing norn-root, ginger, starfish blood. Lasts 10 minutes) You throw a globe of red liquid to the ground which produces a thin mist of healing fumes in a 30-foot radius. Any creature (including you and all hostiles) that end their turn in the cloud, regain 2D6 hit points. (Potion)

  • Instant madness- (1 action. Thrown/fired. Ingredients; psilocybin fungus, jester's tooth Lasts 1 minute) This potion assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you throw this concoction or be affected by it.

    An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. 

    1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.

    2-6 The creature doesn’t move or take actions this turn.

    7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

    9-10 The creature can act and move normally.

    At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. (poison)
     

  • Marvin's malleability medicine- (1 action. Touch. Ingredients; Rubber, changeling eye, gnarlock grease) Originally invented to combat arthritis, this salve temporarily transforms any non-magical material into a soft, clay-like texture to be remolded before it sets again in it's original density. You pour this concoction on an object of Medium size or smaller or something no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. (Potion)

  • Purity Miasma- (1 action. Thrown/ fired, 30 foot radius. Ingredients; frankincense, gold dust, phoenix feather. Lasts 10 minutes) You throw a globe of a thin, golden liquid which bursts into a white smoke when it hits the ground which radiates with healing energy in a 30-foot radius. Each creature in the aura (including you and all hostiles) has resistance to necrotic damage and it's hit point maximum can't be reduced. In addition, all living creatures regain 1 hit point when it starts it's turn in the cloud with 0 hit points. (Potion)

  • Freedom of movement- (1 action. Consumed. Contains a leather strap, bound around the arm or a similar appendage. Lasts 1 hour) For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. (Mutagen)

  • Detection globe- (1 action. Range, self. Contains a fragment of clothing from the target or some of their DNA. Lasts up to 1 hour)

    You generate a globe of liquid made with the essence of a living creature, from an article of clothing or a sample of their DNA. The globe senses the direction to the creature’s location and glows stronger or weaker depending on whether you are on the right path to find them, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

    The concoction can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have sampled some piece of such a creature at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

    This concoction can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. (Potion)

  • Superior Duper's draught- (1 action. Thrown/fired. Lasts up to 1 hour)

    This concoction transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. (mutagen)

  • Dehydration dust- (Thrown/fired, Contains the heart of a water elemental)
    You throw a vial at a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This concoction has no effect on undead or constructs.

    If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the concoction deals maximum damage to it.

    If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

    At Higher Levels. When you brew this concoction using a slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. (poison)

  • Transmute- (Casting Time: 10 minutes, range 120 feet, Instantaneous)

    You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

    Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained

    within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

    Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

  • Greater Invisibility Potion- (1 action. Consumed. Contains Dragonfly wing and a cuttlefish's brain. Lasts 1 minute) Whoever drinks this potion becomes invisible until the concoction's effects ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. (Potion)

  • Mana potion- (1 action. Consumed. Contains the dust of a burned wizard's grimoir) When this opaque blue liquid is consumed, the brewer's intelligence modifier determines the number of spell slots, ki points of equivalent spell points that the drinker receives. To determine the spell slot level, roll a D3 for each slot. This has no effect on concoction points. (Potion)