Reduced Rarity D&D Potions

12th March 2026

These potions have low rarity due to them having a drawback.

If your players are buying potions make sure the seller mentions that it’s more cost-effective to buy Booster Packs of potions instead of singles. Typically 1 uncommon and 2-3 common potions/elixir/oil/salve. 10% chance of rare potion. 1 potion will be from Official books and others are the Reduced Rarity/Drawback potions below.

Sacrament Wine, Potion, uncommon, 1hr
holy wine, typically covered in holy symbols and religious verses. When drank for 1 hour drinker gains
+1 bonus to attack rolls AND
+1 bonus to attack rolls and wisdom saving throws vs any Evil aligned creature AND
you become vulnerable to radiant or necrotic damage, 50% chance of each, DM is not obliged to tell you which.

Elixir of Conscience, Potion, uncommon, 1hr
This elixir is tasteless and can be added to food or drink. Once consumed for the next 1 hour, if the drinker tells a lie their nose will temporarily grow by 1 inch. Additionally each consecutive lie requires a constitution save at cumulative -2 for each lie, or the drinker vomits violently.

EverFrost Potion, uncommon
EverFrost is a white liquid that radiates cold typically used to preserve food. If thrown the flask shatters on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 2d6 cold damage and becomes restrained for a number of turns equal to half the damage, if the creature is Large or smaller. A creature can end this condition by using its action to make a DC 13 Strength check to break the ice. Any exposure to fire ends the restrained condition immediately. Freezes water in 10′ radius takes 3 turns WITHOUT shattering.

Goodberry Wine Potion, Common
Deep red to purple wine made with goodberries. Each cup heals 1d2hp, Con15 save or reduce dexterity by 1 for an hour.

Wolfs Bane Juice Box, Potion, uncommon, 1hr
The liquid tastes fowl and causes excessive hair growth. For 1 hour the drinker gains Pack Tactics, +1 initiative
50% chance 30feet of darksight
50% chance speak with animals, canine only
50% change to contract fleas.

Canned Air, common, 1hr
breath without air for 1hr. Floating reflective container.

Invisibility to Humans, Potion, uncommon
You are invisible to humans but no other races for 6d4 turns rolled by the DM in secret. there is a 20% chance your cloths and possessions do not become invisible.

Fast Blink, potion, uncommon, inst
A small potion that tastes suspiciously like strong coffee. You teleport 10ft in a random direction, Roll a d6 1=N, 2=E, 3=S, 4=W, 5=Up, 6=Dn. You will not teleport into any solid object but will arrive at the closest empty space 5-15ft from your current location.

Levit-8, potion, uncommon
A metal cylinder contains a lighter than air gas. Breathing it causes you to float uncontrollably for 4d6 turns rolled in secret by the GM. You move away from the last surface you touched. When the duration ends you float down gently for 10ft but take damage for the remaining height. Also causes you to speak in a high squeaky voice. Intimidation -5

Silver Crayon, uncommon, 50 linear ft
Made with real silver, Stays on a blade edge for 2 swings. Demons cannot cross lines of silver.  50ft use 2ft for sword or doorway

Grease Bomb, common, 1dy
An animal stomach filled with very slippery grease. Breaks when thrown and covers a 10′ radius. Dex15 save or fall prone, counts as difficult terrain. Lasts for 1day unless washed away. Flammable 1d6/t

Echolocation, potion, uncommon, 1hr
Looks and smells like blood. Your ears become large and hairy. You gain blindsight to 20′ only when you close your eyes. Lasts 1hr. You are startled by loud noises.

Feathery, potion, common, 15min
You instantly grow feathers all over your body your weight decreases by half. As long as you aren’t wearing Med or Heavy armor you take no fall damage. Duration 15min.

Trent-ish, potion, uncommon, 1hr+
Your skin becomes bark like, your hair becomes green and leafy. Your AC increases by 2 for 1 hour. The duration can be increased by 50% if you stay in bright sunlight and drink lots of water.

Flubber, potion, common, 30min
Your bones become rubbery, your body can compress down to fit through .5″ crack like under a locked door.  You take half damage from bludgeoning.

Cats Grace, uncommon, 1hr
You grow fur and cat claws, you have a climb speed equal to half your walking speed.  You feel compelled to shred anything expensive you see.

Measure of Luck, Potion, Common/Uncommon, 1 day
Vial has 2 measure markers and contains silvery blue translucent liquid. each 3rd drank gives 1 luck point or the entire potion can be drank for 3. If 2+ points are used in 1 day the drinker has disadvantage on the first attack or save after any additional luck point is used. If the points are used each on a different day disadvantage is not incurred. see Lucky Feat. The common version of this provides only 1 luck point.

Stone to Mud, Liquid, Uncommon, 1 hour
This liquid is commonly found in mines and comes in a sheep’s stomach (5L). if poured on rock the rock dissolves into mud and stays mud for about 1 hour, no effect on metal or gems. the Mud can be shaped onto whatever form the user wishes before it turns back into stone. 5L is enough to dissolve about 5 cubic feet of stone. If drank .5L cures Kidney/GallBladder/Whatever stones but has no ill effects on living tissue. Stone Gollum or any creature made of stone is melted by the potion.

Frog-leg Smoothie, Potion, Uncommon, 1h
Your jump distance is tripled, you can use any number of bonus actions to dash. You get an additional bonus action. Your voice becomes a croak, making it difficult to communicate and impossible to cast spells with a verbal component.

Potion of Tracking, Potion, Uncommon, 8h
The drinker grows a canine muzzle and can track by scent for the next 8 hours. Every humanoid stinks and you don’t enjoy being near them. You are easily distracted by aromatic foods.

Kitchen sink, Potion, Common, 1h You gain 1hp and 1 temp HP, your speed increases by 1f/t, you gain resistance to 1 element rolled in secret. you gain +1 to a random saving throw, +1 to a random skill, +1 to a random stat (not the modifier), roll d4 you gain +1 to 1=AC/2=Initiative/3=Proficiency/4=Regain a Lv1 Spell slot. (reroll non-casters)

Dodgy Speed, Potion, Common, 3t
you can use your bonus action to dodge. You are jittery and require an extra 1h for your next full rest.

Study Buddy, Pill, Common-Uncommon,
You can swap out a 1st level (Common) 2nd level (Uncommon) spell for another that you could have prepared

X-ting-wisher, Elixir, Common, .5hr
Light foam spews in a cone from the open flask to a distance of 20′ extinguishing flames and giving anyone covered in the foam resistance to fire damage. The foam removes oxygen from the area, any creature spending 10 turns touching the foam makes a con save or passes out. No effect on constructs.

Breath of Frost, Potion, Common, 30
You can breathe out a powerful gust of frigid air as an action, cone 15′ takes 1d4 cold dam. For the next turn treat the cone area as difficult terrain. Normal fires within 30″ are extinguished.

Thieves Bane, Oil, Common, 1day
A pigment that can been seen as brightly colored only with darksight. If dripped on the floor near valuables can clearly mark the escape route of a thief.

Synthi-size, Cream, Common, 1day
This cream turns your skin olive green. You get a long rest in 2 hours if you spend at least 8 hours in direct sunlight.

Phychiatrate, Manual+pills, Uncommon, 3days
at the end of 3days the DM will re-roll 1 flaw / phobia. The DM can either re-roll or add stipulations until both player and DM agree that it is a lesser/more situational flaw.

AuntAcid, Pill, Common, 8h
After 5m You are immune to poison (not venom) for the next 8h. If taken AFTER poison is ingested, you receive resistance to poison and advantage on saving throws. DM note; also works on alcohol.

Sunblock, Cream, Common, 8h
Ignore Sunlight sensitivity for 8h

MicrOoze, Oil, Uncommon, ?
A large Flask containing a small Gelatinous Ooze. Legally must have a label saying “Do Not Drink”. If the empty Flask is rolled onto the Ooze, it will crawl back into the flask over 3 turns.

Sup, Alcohol/Potion, Uncommon, 2h
A large bottle of fine wine. Registers as faintly magical if tested. All who drink and clink glasses, will understand each other no matter the language or method of communication. Persuasion is +1 vs anyone drinking but -1 vs anyone not drinking. DM note; the duration can be extended 50% with any alcohol.

ParKor, Can/Potion, Uncommon, 2h
Your Jump distance is double, your speed is increased by 50%, You are unaffected by difficult terrain, You have a climb speed of 1’/t. When the duration ends make a Con16 save or fall asleep for 2h. Can be shaken awake normally after 1/2 duration.

Developing Solution, Elixir, Common-Uncommon, 1/3 uses
You can use an action, this stinky liquid and a blank piece of parchment along with the strangely shaped flask to create 1 (Common) or 3 (Uncommon) pictures. DM notes: The process creates a bright flash making it impossible to do stealthily.

Fireball (Wiskey), Potion, Common, 1hr
A joke product among wizards. You can cast the FireBOLT cantrip for the next 1hr, and you do so spontaneously whenever you burp.

Coffee Malt Beer, Potion, Uncommon
After drinking this brew, you regain a use of a Level 5 or lower class feature that would normally reset on a short or long rest. The first time the drinker relaxes in the hour after drinking they fall asleep for minimum 5min after which the drinker can be shaken awake but will wake screaming. If left, will sleep for an hour and wake refreshed. Counts as a short rest.

BaDonkeyDonk, Potion, Uncommon, 1hr
You transform into a donkey-centaur. Your size is Med and you have a donkey bottom and ears. Speed 40f/r. You can carry a small creature with ease but a Med creature reduces your speed to 30f/r

Reprive Tea, Potion, Uncommon, 3days
When freshly brewed this tea inhibits the symptoms & effects of all diseases for the duration of 3 days. It cures nothing.

Scent of Undead, Oil/Perfume, Common-Uncommon, 1d
A vial contains 1-2 doses (common) or 3+1d6 doses (Uncommon). You are ignored by Undead for the next 1day. Any fight within sight of undead will cause them to attack a random party.

Liquid Confidence — Grants +5 to one Charisma-based check but makes the drinker speak in opera for 1 hour

Ears of the Cat, Common, 1d
Your ears grow large and Cat-like. You can hear a whisper at 200ft. Crowds and background chatter reduce the distance to 100ft. A small group of young folk like to take these potions and goto dance parties.

Tail in a Bottle, Potion, Common, 1d
You grow a prehensile tail. You get +3 on slight-of-hand checks, and you can use an additional weapon with the light property, apply offhand penalties.

Taste Tracker, biscuit/Potion, Uncommon, 8h
Receive a flashback about the last person to touch an item. You must lick the item. The potion comes in the form of a dog biscuit.

Stick-em, Paste, Common, 1h
3+1d6 applications. +1 to Slight of hand (to grab an item) and Grapple checks. You cannot be disarmed.

Flair, Elixir, Common, Inst
When this bottle is opened 3 brightly colored, tiny lightning bolts fire from the open bottle. When shot into the sky these can be seen for many kms. If pointed at an enemy roll a magic attack for each bolt, over 3 turns, does 1hp per hit and causes blindness for 1t.

Beast-tongue. For 1d6 hours, the user gains the ability to communicate with animals. They lose the ability to speak all languages. DM Note: charades, telepathy, sign language, writing all acceptable.

Stoneflesh. User’s flesh becomes grey, heavy, and super-dense. For 2d6 minutes the drinker takes 1/10th damage from normal weapons rounded down and is slow as the spell.

Slipperiness. For 2d6 minutes the user’s body becomes slippery and almost friction-less. The drinker cannot be grappled or restrained by another creature. The drinker can drop & glide for +50% move but ends movement prone.

Nocid, Elixir, Uncommon, 4h
You are immune to Acid. If you drink the acid you realize you only have resistance on your in-sides. Your cloths and possessions do not have resistance or immunity to Acid.

Nemo, Potion, Uncommon, 1h
You sprout gills and can breath underwater. Your hands and feet are webbed and you get a swim speed of 30′ or +15′ if you already have a swim speed. You can speak with fish who treat you with reverence and will do what you ask as long as it’s not obviously dangerous to them. You can also speak with other water dwelling animals but they do not respect you. You find it difficult to breathe air -5 Constitution while out of water.

Size Regulator: This viscous gray fluid turns anyone that drinks it to Medium size for 1 hour. If the user’s original size was smaller, they drinker adds 1d4 to all their melee damage rolls and gains +5 ft speed. If they were larger, they have a penalty of 1d4 to all their melee damage rolls and their speed is reduced by 5 ft.

Minor Preeminence, Smoked Herb, Uncommon, 30m
For the duration the drinker gets +3 to Initiative checks and cannot be surprised. +1 AC. When the duration ends the drinker has an intense hunger, if they do not eat within 3 rounds they fall asleep for 10m and gain the effects of a short rest.

Minor Enlarge, Pill, Common, 2h
This medicine enlarges only part of the drinker’s body. DM Note; roll or just pick something entertaining

Ferti-Maxilizer, Elixir, Common, 4h
When poured on soil brambles and vines quickly grow as the spell Spike Growth 10′ radius.

You grow a third eye in your forehead granting you +2 perception -1 charisma. 4h

SpiderPerson, BugBite, Uncommon, 1h
You can shoot web strings from your wrists as web spell but 1/2 diameter. You have a climb speed equal to half your walking speed. You get +1 Str and +1 Initiative.

Aura Reading, Potion, Uncommon, 2h
You see a glowing Aura around every living creature in a variety of colors. DM note: colors RGB relate to Alignment, Undead/Fiends/Demons/Devils have a black aura. Angels/Celestials have a white aura. Lies cause aura to waver 1 color towards evil. Interacting with someone you love causes a waver toward good .