Wild Potion Mishaps Table (5e Other)

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Use whenever two potions are combined, or when crafting a potion goes wrong. Feel free to add in other effects. Each effect lasts for 1 minute at most, unless stated otherwise.

Wild Potion Mishaps
d100Effect
1Roll twice on the d100, if you roll the same number re-roll one of them
2The potion becomes acidic enough to eat through your potion crafting materials, rendering them useless.
3The potion appears to be a potion of greater healing, but actually does an equal amount of poison damage instead of healing.
4The consumer grows 3d4 inches for the duration.
5The bottle explodes violently, and a genie appears. It disappears after 1 minute.
6Lose 1 level of exhaustion
7Gain 1 level of exhaustion
8Your potion sprays out bubbles in a 10 ft radius, making the area heavily obscured.
9You gain wings for 30 seconds, they give you a swim speed of 30 feet
10You gain flippers for 30 seconds, they give you a flying speed of 30 feet
11The potion becomes flavored water (flavor determined by the DM).
12Roll on the wild magic table, that effect is contained within this bottle for 30 seconds
13Roll on the wild magic table, that effect is contained within this bottle for 1 minute
14Roll on the wild magic table, that effect is contained within this bottle for indefinitely until released
15The consumer makes animal noises for the duration.
16Roll on the barbarian wild magic table
17The potion becomes a drink listed in the D100 List of Tavern Drinks
18You have an astral projection experience, the DM may choose an effect that happens ontop of the spell Astral Projection; Dream, Augury, Legend Lore
19The potion acts as a potion of poison.
20The potion turns into tree sap
21The potion acts as the spell Fog Cloud
22Your sense of sight increases, you gain ranged attack rolls and advantage on other rolls that involve sight for 7 minutes
23Your sense of hearing increases, you gain advantage on rolls that involve hearing for 6 minutes
24Your sense smell increases, you gain advantage on rolls that involve smell for 8 minutes
25Your sense of touch increases, you gain advantage on melee attack rolls other rolls that involve touch for 5 minutes
26Your sense of taste increases, you're able to instantly identify anything just by its taste alone
27Remove two conditions affecting you, but a random one begins affecting you
28The potion becomes a random potion of equal rarity.
29The potion becomes a random potion of lesser rarity.
30The potion becomes a random potion of one greater rarity. (Calculate via average rarity of ingredients)
31The bottle explodes, dealing 1d4 piercing damage to you
32The potion sets you ablaze, dealing 1d8 fire damage at the start of each of your turns until you use an action to put it out.
33The drinker's hands become paws like a wolves. You deal 1d4 slashing damage and everything but dashing becomes difficult terrain
34The drinker's hands become hooves like a elk's. You deal 1d6 bludgeoning damage, and everything but jumping becomes difficult terrain
35The drinker's hands become tentacles. They can still grasp and hold as normal.
36The Consumer sweats uncontrollably for 1d4 minutes, possibly hindering vision
37The Consumer sweats uncontrollably for 1d6 minutes, likely hindering vision
38The Consumer sweats uncontrollably for 1d8 minutes, most likely hindering vision
39The Consumer sweats uncontrollably for 1d10 minutes, hindering vision
40The Consumer sweats uncontrollably for 1d12 minutes
41The potion reduces one of your ability scores by 4, no lower than 3.
42The potion increases one of your ability scores by 4, no higher than 24.
43The concoction bubbles violently, spilling out over the top, dealing 1d6 acid damage to you every turn until you use an action to wash it off with a water skin or some other source of water
44You learn a random fact about something. You forget it after a minute and can't tell anyone.
45The potion increases one ability score by 2 at random, no higher than 24.
46If drunken, after ten minutes, take 1d12 poison damage and make a DC 14 Con save to throw up the potion, if succesful, you're safe, if failed take another 1d6 every minute, the DC getting lower by 1 every minute
47Gain immunity to poison for the next 48 hours
48The potions explode, dealing 1d6 force damage within a 10 ft radius.
49Gain immunity to acid for the next 36 hours
50Your voice booms, causing creatures within 5 ft of you to take 1d6 thunder damage every time you speak.
51Your speed doubles for 1 minute
52You move at half movement speed for 1 minute
53A random ooze creature of CR 1d4 or below appears within 5 ft of you.
54You black out and awaken 1d4 hours later (if drunken) with 1d10+cha mod Temp. HP
55The consumer gains a bubble breath attack. Within a 15 ft cone, they can make an area lightly obscured until the start of their next turn.
56You grow one size larger and when you walk, the space behind you becomes difficult terrain
57The potion becomes blinding. Every creature within a 10 ft radius must make a Constitution saving throw against your own save DC. If you have no save DC, the DC is 8 + your proficiency bonus. On a fail, the creature is blinded.
58The potion turns into a bottle of ink
59The potion forces the creature to make a Constitution saving throw against your own save DC. If you have no save DC, the DC is 8 + your proficiency bonus. On a fail, the creature is deafened.
60The potion turns into a bottle of holy water
61The consumer gains 1d10 temporary hit points until you finish your next short or long rest.
62The potion turns into a Lycanthropy Antidote
63Upon consumption, a random condition is added for the duration.
64Upon consumption, a random condition is removed for the duration.
65The potion becomes inflammable oil
66The potion turns into a bottle of ectoplasm, very valuable in the right hands
67You gain hooves, you now have a burrow speed of 30 feet
68You have claws, you now have tremor sense of 30 feet and a claw attack of 1d6 slash or 1d6 piercing
69Your voice swaps pitch. If it is low, it becomes high, and vice versa.
70The potion becomes a mummy rot antidote
71The potion becomes a cure for Aboleth sickness
72The drinker is cured of all affects and restored to full HP
73The drinker contracts a minor form of a disease, determined at random. It is no more than a nuisance.
74The potion becomes a Thessaltoxin Antidote
75The potion transforms you into a random creature of CR 0.
76The potion transforms you into a random creature of CR(1/8) or lower.
77The potion transforms you into a random creature of CR(1/4) or lower.
78The potion transforms you into a random creature of CR(1/2) or lower.
79The potion transforms you into a random creature of CR(1d2) or lower.
80The potion transforms you into a random creature of CR(1d4) or lower.
81The potion transforms you into a random creature of CR(1d6) or lower.
82The potion transforms you into a random creature of CR(1d8) or lower.
83The potion transforms you into a random creature of CR(1d10) or lower.
84The potion transforms you into a random creature of CR(1d12) or lower.
85Roll a die. The skin of the consumer either whitens (odd number) or blackens (even number).
86Roll a die. The skin of the consumer either turns red (odd number) or turns blue (even number).
87Roll a die. The skin of the consumer either turns green (odd number) or turns yellow (even number).
88The consumer becomes unable to knowingly cause harm to others.
89The potion solidifies and weighs 1000lbs
90The bottle spits out the ingredients
91The potion turns into a mimic. ROLL INITIATIVE
92The bottle glows when uncorked at night from 10pm to 8:30am
93The consumer is forced to constantly punch the nearest creature for the duration. (The consumer must make unarmed strikes.)
94You become 3d4 inches taller.
95Your alignment changes. Roll a d10 for your alignment. 1 equals unaligned, 2 equals lawful good, 3 equals neutral good, 4 chaotic good, 5 chaotic neutral, 6 true neutral, 7 lawful neutral, 8 lawful evil, 9 neutral evil, 10 chaotic evil. Ignore the result if you are already that alignment and re-roll.
96The consumer becomes 3d4 inches shorter.
97The potion expands, producing enough overflow to fill 1d4 more bottles.
98You can instantly cast a spell of 3rd level or lower, determined by the DM.
99You can instantly cast a spell of 6th level or lower, determined by the DM.
100The potion becomes inert.
5.00
(one vote)

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