Table of Contents
Potions
Potions can be injectable, drinkable, or topical.
Potions can be consumed as a bonus action.
Applying them to an unconscious character takes an Action.
While Supplies Last!
Roll a d10 for each type of potion available and that’s all the store has in stock when the characters come to visit. Source: https://worldbuilderblog.me/2016/07/14/common-potions/
Agip Oil +1 100$ ½ lb.
Oil, uncommon
Agip Oil +2 200$ ½ lb.
Oil, rare
Agip Oil +3 400$ ½ lb.
Oil, very rare
While potions affect creatures, Agip Oil affects items. Agip Oils provide temporary magical enhancement to weapons, armor, and spellcasters’ implements.
Agip Oil comes in small metal cans, with a foldable plastic spout.
It’s a bonus action to pour magic oil on your weapon, implement, or armor. The effect lasts until the end of a battle or for five minutes before fading.
Each oil confers a bonus of +1 (uncommon), +2 (rare), or +3 (very rare). Used on a weapon or a spellcasting implement, the bonus applies to attack and damage rolls. Used on armor, the bonus applies to AC.
Bonuses from Agip Oil don't stack with magic items’ inherent bonuses. Use the higher bonus.
History: Agip Oil originated in Bona, City of Towers, the creation of one of the powerful wizard guilds. Each tin of Agip Oil bears their logo, a six legged hellhound.
Source: https://www.13thagesrd.com/magic-items/#Oils
Antipoison 200$ -
Potion, uncommon
A poison in your system is neutralized and you are now immune to that same poison for 1 hour after administration. This does not cure damage already done by the poison, only stops further damage. If you anticipate being poisoned, you can inject yourself with this drug as a safety precaution. After 1 hour, you suffer Disadvantage on ability checks and attack rolls for 1 hour due to nausea.
Source: Genefunk 2090 Core Rulebook
Antitoxin 75$ -
Potion, common
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
Source: https://www.dndbeyond.com/sources/dnd/free-rules/equipment#Antitoxin50$
Arm Bifurcator 200$ -
Potion, uncommon
This gelatinous pill has a hard outer surface and a blue liquid interior. When you swallow the pill, your forearms split lengthwise from your elbow through the hand, such that two of your limbs become four. The divided limbs are complete (including thumbs) and function just like your original ones, although your actions with the divided limbs have Disadvantage until you spend a few minutes practicing with them. The hands can hold objects, wield weapons, hold a shield, and so on.
You gain no additional actions from this (although the DM may allow you to do additional things in a round that aren’t actions, such as writing, giving hand signals, carrying something, and so on). The bifurcator lasts for four hours, after which your extra forearms and hands turn to dust. Source: Arcana of the Ancients
Cloud Step Oil 20,000$ -
Oil, very rare
Crafted by: Cloud Giant Blood x1 vial (Alchemist)
When some of this oil is poured out, it immediately has a reaction to the air around it and magically expands into a semi-solid cloud that is capable of floating while holding weight on top of it. Up to 50 pounds of weight per square foot can be placed on one of these clouds. If more weight than this is placed on it, that section of cloud disappears instantly. Clouds are self-supporting in the air but can also be used to make structures such as bridges using careful
placement of the oil. Clouds weigh virtually nothing and can be moved around if external force is applied to them.
The clouds last for 1 hour after pouring, after which they disappear. One bottle of this oil is enough to create 500 square feet of clouds. Source: Hamund's Harvesting Handbook 1
Distilled Moon Drake Saliva 2,000$ -
Potion, rare
The moon drake’s saliva can be bottled, distilled, and used in 1-ounce doses. An afflicted lycanthrope that drinks this concoction is instantly cured of lycanthropy, requiring no saving throw. This drought can’t cure a natural-born lycanthrope of the curse of lycanthropy.
Elixir of Health 2,000$
Potion, Rare
When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned.
The clear, red liquid has tiny bubbles of light in it. Source: Dungeon Master's Guide 2024
Far Traveler’s Potion 350$
Potion, Rare
For 1 hour after you drink this potion, you are Resistant to cold damage and necrotic damage, and you don’t require air if you are a breathing creature (but you are still affected by gases or other air-based effects when in an area that has an atmosphere).
Source: Labyrinth Worldbook
Floating Oil 200$ -
Oil, uncommon
Crafted by: Gas Spore Gas x1 vial (Alchemist)
When this oil is rubbed into an item that weighs 20 pounds or less, that item becomes lighter than air for the next hour. It retains all of its other characteristics, but it automatically rises unless appropriate downward force is applied to it. If this oil is applied to an item that weighs more than 20 pounds, it takes no effect and the oil is wasted.
Source: Hamund's Harvesting Handbook 1
Form Fixative 250$ 1 lb.
Potion, uncommon
Consisting of 1d4 + 1 vials of pink liquid. When you take the Attack action, you can replace one of your attacks with applying one vial of the liquid to a Medium or smaller creature within your reach, or two vials to a Large creature. If the creature has the Shapechanger tag, it becomes locked into its current form for 1 minute, and it must succeed on a DC 14 CON save or become Paralyzed for the duration. The creature can repeat the save at the end of each of its turns, ending the Paralyzed effect on a success, however, the creature remains locked into its current form for the remainder of the minute.
Source: https://koboldpress.com/midgard-monday-casimirs-enchiridion-of-monsters-presents-mimics/
Ghast Blood 25$ 1 lb.
Potion, common
This black tar-like substance resembles the coagulated blood found on murdered
corpses. If you have the stomach for it, it can be rubbed on one's body to mask the
presence radiated by all living beings that the undead can detect.
You may spend 1 minute to cover yourself in ghast blood. If you do so, undead creatures with an Intelligence of less than 10 have Disadvantage on Wisdom (Perception) checks to find you. This effect lasts for 1 hour or until the blood is washed off, whichever comes first. Source: Hamund's Harvesting Handbook 1
Gray Residue 75$
Potion, common
Not as potent as a black pudding, but Gray Ooze residue is highly acidic nonetheless. Some blacksmithing techniques actually use this acid in advanced smithing projects, but the difficulty and volatility of controlling the residue has made this a rather esoteric artform. Requires enchanted vial.
A vial of gray residue can be poured on a piece of nonmagical metal. This ooze will eat through 2 inches of that metal every round for the next 10 rounds, after which it becomes too diluted to continue. Source: Hamund's Harvesting Handbook 1
Keoghtom's Ointment 200$ ½ lb.
Wondrous Item, Uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe.
As an action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 18 Hit Points and ceases to have the Poisoned condition. Source: Dungeon Master's Guide 2024
Hair Tonic 50$
Oil, common
Crafted by: Satyr Hair x1 small pouch (Alchemist)
When you massage this tonic into a patch of skin for 1 minute, that patch of skin experiences extremely rapid hair growth, even if hair growth in that area is not usually possible. Each day for the next 7 days, roll 1d6. You grow that many inches in hair over the course of the day in that area.
This bottle has enough hair tonic to completely cover one medium sized creature. Source: Hamund's Harvesting Handbook 1
Love Potion #9 200$
Potion, Uncommon
The next time you see a creature within 10 minutes after drinking this philter, you are Charmed by that creature and have the Charmed condition for 1 hour.
This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
When the potion ends, the creature knows it was charmed by you. Source: Dungeon Master's Guide 2024
Night Owl Potion 50$ ½ lb
Potion, common
When you drink this potion, you do not need to sleep for the next 48 hours. For the duration, you cannot suffer from Exhaustion as a result of a lack of sleep or similar spell effects. When the duration ends, you feel refreshed as though you had woken from a restful sleep. The potion does not affect the use of short rests or long rests.
Source: http://www.dandwiki.com/wiki/Night_Owl_Potion_(5e_Equipment)
Oil of Buoyancy 50$ ½ lb
Potion, common
This murky oil reeks of the sea and can be poured over the body of one Medium or smaller creature. Applying the oil takes 1 minute. Once applied, the creature gains a swimming speed equal to its walking speed for 1 hour. During this time, the creature has advantage on Strength (Athletics) checks made to swim.
Source: https://worldbuilderblog.me/2016/07/14/common-potions/
Oil of Etherealness 2,000$
Potion, Rare
Crafting Ingredients: Ectoplasm.
One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
Source: Dungeon Master's Guide 2024
Oil of Phasing 150$ ½ lb
Potion, uncommon
This clear oil reeks of vanilla and can be poured over the body of one Medium or smaller creature. Applying the oil takes 1 minute. Once applied, the creature can phase through one wall or object up to 5 feet thick provided it does so within 1 hour of applying the oil. If the creature ends its turn inside an object, it takes 5 (1d10) force damage and is pushed out of the object in a direction of the DMs choosing. Once the creature phases through one object, the oil has no further effect.
Source: https://worldbuilderblog.me/2016/07/14/common-potions/
Oil of Sharpness 20,000$
Potion, Very Rare
One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are non magical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition.
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. Source: Dungeon Master's Guide 2024
Oil of Slipperiness 200$
Oil, Uncommon
One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours.
This sticky, black unguent is thick and heavy, but it flows quickly when poured.
Source: Dungeon Master's Guide 2024
Potion of Animal Friendship 200$
Potion, Uncommon
When you drink this potion, you can cast the circle 3 version of the Animal Friendship spell, allowing you to affect up to three beasts (save DC 13).
Agitating this potion’s muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair. Source: Dungeon Master's Guide 2024
Potion of Blinking 2,000$
Potion, Rare
Crafting: This item requires the hide of a blink dog to create.
This potion’s yellow liquid contains traces of hair, which flicker in and out of existence. You can cast Misty Step at will as a bonus action for the next 10 minutes when you drink it.
Source: https://koboldpress.com/good-riddance-turn-good-dogs-into-bad-guys/
Potion of Bolstering 50$ ½ lb
Potion, common
For 1 minute after drinking it, you gain 10 temporary hit points that last for 1 minute. This brown potion tastes and smells like a hard whiskey.
Source: https://worldbuilderblog.me/2016/07/14/common-potions/
Potion of Clairvoyance 2,000$
Potion, Rare
When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required).
An eyeball bobs in this potion’s yellowish liquid but vanishes when the potion is opened. Source: Dungeon Master's Guide 2024
Potion of Climbing 50$
Potion, Common
Crafted with: Spyder Silk.
When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.
This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. Source: Dungeon Master's Guide 2024
Potion of Comprehension 50$
Potion, Common
When you drink this potion, for 1 hour you understand the literal meaning of any language that you hear or see signed. 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 potion doesn't decode symbols or secret messages.
This potion’s liquid is a clear concoction with bits of salt and soot swirling in it. Source: Dungeon Master's Guide 2024
Potion of Diminution 2,000$
Potion, Rare
When you drink this potion, you gain the “reduce” effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).
The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. Source: Dungeon Master's Guide 2024
Potion of Fire Breath 200$
Potion, Uncommon
After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. Source: Dungeon Master's Guide 2024
Potion of Flying 5,000$
Potion, Very Rare
When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft.
This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Source: Dungeon Master's Guide 2024
Potion of Gaseous Form 2,000$
Potion, Rare
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potion’s container seems to hold fog that moves and pours like water. Source: Dungeon Master's Guide 2024
Potion of Giant Strength
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail.
Potion of Giant Strength (hill) 200$
Potion, uncommon
Your Strength score becomes 21 for the duration.
Potion of Giant Strength (frost) 2,000$
Potion, rare
Your Strength score becomes 23 for the duration.
Potion of Giant Strength (stone) 2,000$
Potion, rare
Your Strength score becomes 23 for the duration.
Potion of Giant Strength (fire) 5,000$
Potion, rare
Your Strength score becomes 25 for the duration.
Potion of Giant Strength (cloud) 20,000$
Potion, very rare
Your Strength score becomes 27 for the duration.
Potion of Giant Strength (storm) 100,000$
Potion, legendary
Your Strength score becomes 29 for the duration.
Source: Dungeon Master's Guide 2024
Potion of Greater Invisibility 5,000$
Potion, Very Rare
This potion’s container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour.
Source: Dungeon Master's Guide 2024
Potion of Growth 200$
Potion, Uncommon
When you drink this potion, you gain the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required).
The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. Source: Dungeon Master's Guide 2024
Potion of Invisibility 2,000$
Potion, Rare
This potion’s container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.
Source: Dungeon Master's Guide 2024
Potion of Invulnerability 2,000$
Potion, Rare
For 1 minute after you drink this potion, you have Resistance to all damage.
This potion’s syrupy liquid looks like liquefied iron. Source: Dungeon Master's Guide 2024
Potion of Longevity 20,000$
Potion, Very Rare
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is a 10 percent cumulative chance that you instead age by 1d6 + 6 years.
Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened. Source: Dungeon Master's Guide 2024
Potion of Mind Reading 2,000$
Potion, Rare
When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).
This potion’s dense, purple liquid has an ovoid cloud of pink floating in it. Source: Dungeon Master's Guide 2024
Potion of Pugilism 200$
Potion, Uncommon
After you drink this potion, each Unarmed Strike you make deals an extra 1d6 Force damage on a hit. This effect lasts 10 minutes.
This potion is a thick green fluid that tastes like spinach. Source: Dungeon Master's Guide 2024
Potion of Resistance 200$
Potion, Uncommon
When you drink this potion, you have Resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly by rolling on the following table.
| 1d10 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Poison |
| 8 | Psychic |
| 9 | Radiant |
| 10 | Thunder |
Source: Dungeon Master's Guide 2024
Potion of Speed 5,000$
Potion, Very Rare
When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends.
This potion’s yellow fluid is streaked with black and swirls on its own. Source: Dungeon Master's Guide 2024
Potion of Vitality 20,000$
Potion, Very Rare
When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend.
This potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Source: Dungeon Master's Guide 2024
Potion of Water Breathing 200$
Potion, Uncommon
You can breathe underwater for 24 hours after drinking this potion.
This potion’s cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. Source: Dungeon Master's Guide 2024
Sheen 200$ -
Potion, uncommon
When this metallic device with a needle on one end is plunged into you as an Action, a burning sensation travels through your body. For one week afterward, you gain a +1 bonus to AC. However, healing is more difficult during this time; you regain 1 less hit point than normal from any healing source.
Source: Arcana of the Ancients
Sovereign Glue 100,000$ -
Wondrous Item, Legendary
This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces.
One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell. Source: Dungeon Master's Guide 2024
Stimpak 50$ ½ lb.
Potion, Common
A character who injects the magical red fluid in this vial regains 10 hit points. ===== Stimpak, Greater 250$ ½ lb. =====
Potion, Uncommon
A character who injects the magical red fluid in this vial regains 20 hit points.
Stimpak, Superior 2,000$ ½ lb.
Potion, Rare
A character who injects the magical red fluid in this vial regains 48 hit points.
Stimpak, Supreme 20,000$ ½ lb.
Potion, Very rare
A character who injects the magical red fluid in this vial regains 60 hit points.
Sunfire Pitch 1,500$ ½ lb.
Potion, Very Rare
Made from leftover slag and ash from the forging of sunfire armaments, these thick glass flasks hold a dark, viscous fluid with threads of fiery-golden sheen.
Each of the following applications of sunfire pitch consumes one flask; the effects end after 8 hours:
Light. Sunfire pitch is considered a magical light source, able to penetrate even Void-tainted darkness.
Enchant Weapons. It takes 1 minute to apply sunfire pitch as an oil to any one weapon or 20 pieces of ammunition. This grants the weapon the sunfire weapon trait.
Hallow. If burned in a brazier, firepit, or other large receptacle, sunfire pitch creates a hallowed area for 60 feet around it. The area has the following effects:
- Fiends or Undead entering the area become vulnerable to radiant damage.
- Creatures allied with either the Concord of Stars or the Keepers of the Keys gain resistance to necrotic damage.
- It also sheds bright light for 60 feet and dim light for an additional 60 feet. This illumination remains unaffected by magical darkness.
Sunfire Armaments Most often associated with the crusading celestials, knights, and mages of the Concord of Stars, sunfire is an enchantment applied to weapons or armor in a fusion of master craftsmanship and the goddess Solana’s blessing. Sunfire armaments are especially effective in battling void effects and creatures. Source: Labyrinth Worldbook.pdf
Universal Solvent 100,000$ -
Wondrous Item, Legendary
This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces.
You can take an Action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue. Source: Dungeon Master's Guide 2024
Visage Changer 2,000$ 1 lb.
Potion, Rare
When this metallic device with a needle on one end is plunged into your flesh as your action, a burning sensation travels through your body, and you enter a trancelike state for 1 minute as fever grips your body. When your head clears, you recall the echo of unbelievable pain, and find that your face and body have stretched and changed according to a mental image you held in your head, effectively disguising yourself to appear as that being, so long as it is generally the same shape and size you were before activation. Your changed visage lasts one day. A suspicious onlooker trying to discern that you are disguised must succeed on a DC 15 Intelligence (Investigation) check. Your body returns to its normal visage when the duration expires, putting you through the same process in reverse.
Source: Arcana of the Ancients
