Drinker rolls all of their HD, healing for the sum.
Do not include Constitution Modifiers in this sum
Each turn for as many Hit Die the user has, they roll a Hit Die and heal for the result plus their Constitution Modifier.
As Bonus Action, user can spit a blob of acid at a target within 20 feet, dealing 3d6 Acid damage if it fails a DC 15 DEX Save.
For the next 10 minutes, you have advantage on death saving throws, and can come back at 1hp on a 19 or 20.
For 1 Hour, the user has advantage on Dexterity skills checks and saving throws.
It also does not take damage from falling a height less than 10x their Proficiency Bonus if it is not incapacitated.
User gains 15 in temp HP. Until this HP is expended, any melee attackers take the same in cold damage.
User must make a CON Save.
If they roll higher than 20, they suffer no ill effects. If they roll lower than 20, they are vulnerable to all Bludgeoning, Piercing, and Slashing damage.
If they roll lower than 15, they are also vulnerable to Fire, Cold, Acid, and Poison damage.
Less than 12 and they are vulnerable to all damage.
Victim may repeat the save once per hour, accepting the new results until they successfully complete a long rest or make their save.
For 1 Hour, you can rebuke those who use violence up to 3 times.
Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a DC 15 WIS Save.
On a failed save, the attacker takes radiant damage equal to the damage it just dealt.
On a successful save, it takes half as much damage.
Drinker adds 1d4 to all their D20 rolls for 1 minute.
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
Magical Darkness fills a 15ft radius sphere for the duration, as if the spell Darkness was cast at Spell Level 3
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
For 1 Hour, the User has advantage on Constitution skill checks and saving throws.
They also gain 2d6 temporary hit points, which are lost when the spell ends.
For 1 Hour, the User has advantage on Constitution skill checks and saving throws.
They also gain 2d6 temporary hit points, which are lost when the spell ends.
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 21 CON Save, taking 63 (18d6) poison damage on a failed save, or half as much damage on a successful one.
This poison discretely degrades a creature's soul. At the moment of their death, their soul is lost to the ether forever, and they cannot be resurrected in any way. This poison has no save, and shows no other symptoms, and can only be detected via magical means.
This poison may be removed via any magical ability that removes poisons.
This poison has no effect on the Undead, as those who are dead cannot die.
For the next 10 minutes, you have advantage on death saving throws, and can come back at 1hp on a 19 or 20.
Drinker adds +2 to their AC for 10 minutes.
User gains resistance to all damage except Psychic.
For 1 hour, you can expend a hit die as a bonus action, adding it to any die roll.
Each turn for as many Hit Die the user has, they roll a Hit Die and heal for the result plus their Constitution Modifier.
Revives any creature that has died within the last minute.
Victim must make two DC 15 CON Saves.
The first failure causes the victim to become blinded beyond 30ft, lose the ability to provide the Material components of any spells, and may no longer apply their Wisdom bonus to their Spell Save DC (if applicable). They also take a -5 penalty to their Passive Perception & Insight scores.
The second failure gives the victim disadvantage on Wisdom-based Attacks, Skill Checks, and Saving Throws. They also take a -5 penalty to their Passive Perception & Insight scores.
Failing either by 5 or more causes the victim to suffer both effects.
This poison remains in effect until it is cured or until they successfully complete their next long rest.
Until the drinker takes a hostile action, any creature making a hostile action must make a DC 15 WIS save.
For 1 minute, creatures of your choice within 10 ft take an additional +3 damage from attacks.
User gains avantage on Stealth checks, but cannot speak or provide the verbal components to spells for 1 hour without making a DC 15 WIS Save.
A creature subjected to this poison must succeed on a DC 16 CON Save or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.
Drinker adds 15ft to their speed for the duration.
Drinker adds +2 to their AC for 10 minutes.
Revives any creature that has died within the last minute.
For the next 8 hours, the drinker does not suffer any ill effects from drinking multiple potions at once.
A creature subjected to this poison must succeed on a &D5&CON Save or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
User must make a DC 15 CON Save or be poisoned for 1 hour. They may repeat the save at the end of every hour.
If they fail any save by 5 or more, they are poisoned until their next long rest.
This poison discretely degrades a creature's soul. At the moment of their death, their soul is lost to the ether forever, and they cannot be resurrected in any way. This poison has no save, and shows no other symptoms, and can only be detected via magical means.
This poison may be removed via any magical ability that removes poisons.
This poison has no effect on the Undead, as those who are dead cannot die.
Drinker regains 3d10 hit points.
Drinker regains 3d10 hit points.
Once opened, all creatures that consume this potion (or have it applied to them) within 1 Minute become mystically bonded. All bonded creatures share an HP pool until this bond is dispelled when the HP pool drops to 0hp. Bonded creatures gain nor lose no other defenses or resistances, and existing or future conditions, diseases, poisons, and spells do not transfer through the bond. Healing spells add to the pool as normal. All creatures within this bond feel all damage taken by the others, and those concentrating on spells need to make CON saves as if they had taken the damage themselves.
Unwilling creatures may make a DC 15 CON save, becoming immune to this effect on success.
A creature may be separated from the bond with a Remove Curse spell, in which case, they roll half their Hit Die (adding CON per normal), removing the total from the remaining pool, and adding it to their own current HP.
Drinker subtracts 1d4 from their D20 rolls.
Each turn for as many Hit Die the user has, they roll a Hit Die and heal for the result plus their Constitution Modifier.
When consumed, the user makes a Religion check as they breifliy commune with the diety that cares about them the most, gaining a bonus or penalty to all their attacks and saves
- 5 or less and they subtract 1d6.
- 5-10 they subtract 1d4.
- 10-15, nothing happens.
- 15-20, they gain 1d4.
- 20-25, they gain 1d6.
- 25+, they gain 1d12.
These effects last for the next 10 minutes or until a Remove Curse or Dispel Magic alleviates the condition.