Below are some very low level potions that your adventurers might stumble across in dungeons or when raiding a wizard's home. They can be bought for 25 gold each and sold for roughly 13 gold. They are one use items.

  • Cellular weaponisation serum- (Bonus action. Consumed. Ingredients; mimic blood, antler, sentient tree bark. Lasts 1 minute) After consuming this potion, your hair, skin and nails flex and harden as you see fit, forming deadly weapons to use in combat. For the duration, you can use your strength or dex for the attack and damage rolls of melee attacks adding your proficiency bonus as an unarmed weapon, and the weapon's damage die becomes a D8. The body part(s) that you form into weapons count as magical for the duration. (Mutagen)

  • Flux- (1 action, thrown/fired, Components hydra blood or basilisk venom) You hurl test tube of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dex saving throw or take 1D6 acid damage. (Bomb)
     

  • Ichor brew- (1 action. Consumed. Ingredients; holy blood. Lasts 1 minute) Brewed from the blood of ancient demigods spilled on various battlefields, this potion makes those that drink it take on the properties of a hero of legend temporarily. Once, before this concoction's effects end, the consumer can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The effect then ends. (Mutagen)

  • Light potion- (1 action. Self. Ingredients; phosphorescent cave moss, quarts crystal shards. Lasts 1 hour) You brew up a highly reactive compound that glows with a brilliant light in it's bottle. Until the mixture's effects end, the container sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The effect ends if you brew another batch or dismiss it as an action. You can break the vial containing the liquid on an object or creature within throwing range, and the surface it is spilled on will glow for the duration. (potion)

  • Ooze mutagen- (1 action. Consumed. Ingredients; the purified oil of an ooze. Lasts 1 round) You drink a mixture of distilled oozes which temporarily alter your flesh to become rubbery and hard to damage. Until the end of your next turn, you have resistance against bludgeoning, piercing and slashing damage. (Mutagen)

  • Pheromone fever- (1 action. Consumed. Ingredients; Musk glands and cupid feathers. Lasts 1 minute) For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the potion's effect ends, the creature realizes that you used a potion to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it. (Potion)

  • Slow fall potion- (1 reaction. Consumed. Contains a single feather. Lasts 1 minute) A falling creature's rate of descent slows to 60 feet per round until the concoction ends. (Basically walking speed.) If the creature lands before the effect ends, it takes no falling damage and can land on its feet, and the concoction ends for that creature. (potion)

  • Toxic mist- (1 action. 10 foot range. Ingredients; sulfur, hydrogen) You open a highly pressurized vial of gasses toward a creature you can see within range and project a puff of noxious gas from it. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. (Poison)