Bottles
Bottles are magical storage devices developed by an unknown deity that use reality-warping magic to contain objects that would not normally fit within them (or require magical sealing), bottling their potency and power for later use. Typically, you may only carry a number of bottles at once equal to your proficiency bonus and bottles generally cost 200 rupees.
Air Potion (50 rupees, 1 lb.). For the next hour the amount of time you can hold your breath is doubled.
Bait (10 rupees, 1/4 lb.). Creatures of the beast subtype within 100 feet of this bait must make a DC12 Wisdom save or immediately be drawn to it, spending movement on each of their turns moving towards it. A creature can spend their action on their turn to consume this bait, removing this ability. This effect ends on a beast if it takes any damage.
Bee (10 rupees, 1/4 lb.). Summon a bee that acts as your ally for the next minute.
Blue Fire (200 rupees, 1 lb.). As an action you may use Blue Fire to melt Red Ice. You may also make an attack with this fire against an enemy within 5 of you. They must make a Dexterity saving throw with a DC equal to 10 + your proficiency bonus or take 2d6 fire and 2d6 cold damage. Either way this fire is consumed.
Blue Picolyte (100 rupees, 1 lb.). For the next minute creatures reduced to 0 HP by you drop a number of basic ammunition pieces of a type of your choosing equal to their CR, rounded up. If bombs are chosen as the ammunition type they always drop a single bomb.
Bright Elixir (50 rupees, 1 lb.). For the next hour you shed bright light as though you were a torch.
Chateau Romani (1,000 rupees, 1 lb.). You do not expend spell slots of 5th level or below for the next 10 minutes.
Chilly Elixir (50 rupees, 1 lb.). Gain resistance to fire damage and ignore exhaustion from traveling through hot environments for the next hour.
Din’s Charm (50 rupees, 1 lb.). Your weapon attacks for the next 10 minutes deal additional damage equal to your Strength modifier.
Electro Elixir (50 rupees, 1 lb.). Gain resistance to lightning damage and ignore exhaustion from traveling through stormy weather for the next hour.
Elixir Soup (1,000 rupees, 1 lb.). Fully restore HP. In addition while at full HP you deal additional damage with your attacks equal to your proficiency bonus until you take damage.
Enduring Elixir (200 rupees, 1 lb.). Remove all levels of exhaustion.
Energizing Elixir (50 rupees, 1 lb.). Remove a single level of exhaustion.
Engine Grease (100 rupees, 1 lb.). Pouring this grease on a mechanical device that is having trouble moving immediately fixes it. This can also be used as an action to cast the Grease spell with a DC of 10.
Eye Drops (20 rupees, 1 lb.). Immediately end the blind effects of a spell or ability currently affecting the target of this item. Any other effects of that spell or ability remain.
Fairy (50 rupees, 1 lb.). Restore 1 HP. If reduced to 0 HP or fewer, this effect may be used as a reaction (after damage has been taken).
Fairy Tonic (50 rupees, 1 lb.). Drinking this potion immediately restores 2d4 + 2 hit points.
Farore’s Charm (50 rupees, 1 lb.). Your movement speed increases by 10 feet for the next 10 minutes.
Fireproof Elixir (50 rupees, 1 lb.). For the next hour you (and objects you wear or carry) cannot catch fire and ignore weather and environmental effects that would deal fire damage.
Glittering Spores (100 rupees, 1 lb.). A weapon or armor you pour these spores on becomes a +1 magical weapon or armor for the next 10 minutes.
Golden Bee (200 rupees, 1/4 lb.). Summon a golden bee that acts as your ally for the next 10 minutes.
Gold Dust (1,000 rupees, 10 lbs.). A smithy can use this dust in their forging to transform a normal weapon or armor into a +1 magic version of that equipment permanently.
Golden Potion (50 rupees, 1 lb.). Regain the use of one expended Superiority Die, Inspiration Die, Rage, Channel Divinity, Wildshape, or Ki.
Good Milk (100 rupees, 1 lb.). Restore 1d8 + 1 hit points. You may use this item twice before it is expended.
Great Fairy’s Tears (3,000 rupees, 1 lb.). Fully restore HP. In addition while at full HP you deal additional damage with your attacks equal to your Presence modifier until you take damage. If reduced to 0 HP or fewer, this effect may be used as a reaction (after damage has been taken).
Green Picolyte (100 rupees, 1 lb.). The first creature you reduce to 0 HP within the next minute drops one of the following temporary boon items. Roll a d4 to determine which type of item it is.
Hasty Elixir (50 rupees, 1 lb.). For the next hour you may use the Dash action as a bonus action.
Heart Potion (50 rupees, 1 lb.). Drinking this potion immediately restores hit points equal to your level plus your Constitution modifier.
Hearty Elixir (50 rupees, 1 lb.). Immediately gain 1d8 + proficiency bonus temporary hit points.
Lantern Oil (10 rupees, 1 lb.). This oil may be used as traditional lantern oil. It may also refresh your uses of a Flame Lantern (if you have one) as though you took a long rest. Dousing a creature with this oil makes them more flammable, making fire damage deal an additional 1d6 damage against them for the next minute.
Lava Juice (200 rupees, 1 lb.). As an action you can splash Lava Juice on a creature within 30 feet of you, making them make a Dexterity saving throw with a DC of 10 + your proficiency bonus + your Dexterity modifier. On a failed save they take 6d10 Fire damage, or half as much on a successful one. Lava juice immediately melts ice and solidifies when touching water.
Magic Potion (50 rupees, 1 lb.). Regain the use of an expended spell slot that is one fourth of your level or below, rounded up.
Mighty Elixir (50 rupees, 1 lb.). Weapon attacks done by you deal additional damage equal to your proficiency bonus for the next hour.
Milk (50 rupees, 1 lb.). Restore 1d4 + 1 hit points. You may use this item twice before it is fully expended.
Monster Extract (10 rupees, 1 lb.). This extract is bottled malice. If used alone it deals 2d6 necrotic damage to a creature that imbibes or is doused in it. If used in cooking it instead makes that food act as a random elixir in addition to its normal effects.
Nayru’s Charm (50 rupees, 1 lb.). Choose 1 damage type. For the next 10 minutes you have resistance to that chosen damage type.
Orange Picolyte (100 rupees, 1 lb.). For the next minute any creatures reduced to 0 HP by you drop a Fairy.
Poe (50 rupees, 1 lb.). Roll a d20. If 10 or above, restore 4d4 + 4 hit points. If 9 or below, take damage equal to the amount of HP you would have restored from this potion.
Pumpkin Soup (20 rupees, 1 lb.). Drinking this soup immediately restores 1d4 + 1 hit points. This healing is doubled if the soup is currently warm.
Red Picolyte (100 rupees, 1 lb.). For the next minute any creatures reduced to 0 HP by you drop a Heart, allowing you or a creature that touches it to restore 1d4 HP.
Revitalizing Potion (50 rupees, 1 lb.). Pour this potion over an item that fits in a 5 ft by 5 ft cube. When done that item is immediately restored. This does not restore the magical properties of that item however.
Sneaky Elixir (50 rupees, 1 lb.). You are proficient in Stealth checks for the next hour. If already proficient in Stealth this instead grants expertise in Stealth for that hour.
Spicy Elixir (50 rupees, 1 lb.). Gain resistance to cold damage and ignore exhaustion from traveling through cold environments for the next hour.
Stamina Potion (50 rupees, 1 lb.). Gain advantage on Constitution saving throws for the next hour.
Sticky Elixir (50 rupees, 1 lb.). The DC of climb checks you make are reduced by 10 for the next hour.
Tough Elixir (50 rupees, 1 lb.). Increase your AC by 1 for the next hour.
Venom Potion (50 rupees, 1 lb.). Enemies within 30 feet of you must make a Constitution saving throw with a DC of 10 + your proficiency bonus + your Dexterity modifier. On a failed save they take 2d6 Poison damage, or half as much on a successful one.
Water of Life (100 rupees, 1 lb.). Immediately regain a number of expended hit dice equal to your proficiency bonus.
White Picolyte (100 rupees, 1 lb.). For the next minute you have advantage on skill checks made to identify, find, and determine the price of a single type of object of your choosing.
Yellow Picolyte (100 rupees, 1 lb.). For the next minute any creatures reduced to 0 HP by you drop extra rupees equal to twice their CR (rounded up).
Bait (10 rupees, 1/4 lb.). Creatures of the beast subtype within 100 feet of this bait must make a DC12 Wisdom save or immediately be drawn to it, spending movement on each of their turns moving towards it. A creature can spend their action on their turn to consume this bait, removing this ability. This effect ends on a beast if it takes any damage.
Bee (10 rupees, 1/4 lb.). Summon a bee that acts as your ally for the next minute.
Blue Fire (200 rupees, 1 lb.). As an action you may use Blue Fire to melt Red Ice. You may also make an attack with this fire against an enemy within 5 of you. They must make a Dexterity saving throw with a DC equal to 10 + your proficiency bonus or take 2d6 fire and 2d6 cold damage. Either way this fire is consumed.
Blue Picolyte (100 rupees, 1 lb.). For the next minute creatures reduced to 0 HP by you drop a number of basic ammunition pieces of a type of your choosing equal to their CR, rounded up. If bombs are chosen as the ammunition type they always drop a single bomb.
Bright Elixir (50 rupees, 1 lb.). For the next hour you shed bright light as though you were a torch.
Chateau Romani (1,000 rupees, 1 lb.). You do not expend spell slots of 5th level or below for the next 10 minutes.
Chilly Elixir (50 rupees, 1 lb.). Gain resistance to fire damage and ignore exhaustion from traveling through hot environments for the next hour.
Din’s Charm (50 rupees, 1 lb.). Your weapon attacks for the next 10 minutes deal additional damage equal to your Strength modifier.
Electro Elixir (50 rupees, 1 lb.). Gain resistance to lightning damage and ignore exhaustion from traveling through stormy weather for the next hour.
Elixir Soup (1,000 rupees, 1 lb.). Fully restore HP. In addition while at full HP you deal additional damage with your attacks equal to your proficiency bonus until you take damage.
Enduring Elixir (200 rupees, 1 lb.). Remove all levels of exhaustion.
Energizing Elixir (50 rupees, 1 lb.). Remove a single level of exhaustion.
Engine Grease (100 rupees, 1 lb.). Pouring this grease on a mechanical device that is having trouble moving immediately fixes it. This can also be used as an action to cast the Grease spell with a DC of 10.
Eye Drops (20 rupees, 1 lb.). Immediately end the blind effects of a spell or ability currently affecting the target of this item. Any other effects of that spell or ability remain.
Fairy (50 rupees, 1 lb.). Restore 1 HP. If reduced to 0 HP or fewer, this effect may be used as a reaction (after damage has been taken).
Fairy Tonic (50 rupees, 1 lb.). Drinking this potion immediately restores 2d4 + 2 hit points.
Farore’s Charm (50 rupees, 1 lb.). Your movement speed increases by 10 feet for the next 10 minutes.
Fireproof Elixir (50 rupees, 1 lb.). For the next hour you (and objects you wear or carry) cannot catch fire and ignore weather and environmental effects that would deal fire damage.
Glittering Spores (100 rupees, 1 lb.). A weapon or armor you pour these spores on becomes a +1 magical weapon or armor for the next 10 minutes.
Golden Bee (200 rupees, 1/4 lb.). Summon a golden bee that acts as your ally for the next 10 minutes.
Gold Dust (1,000 rupees, 10 lbs.). A smithy can use this dust in their forging to transform a normal weapon or armor into a +1 magic version of that equipment permanently.
Golden Potion (50 rupees, 1 lb.). Regain the use of one expended Superiority Die, Inspiration Die, Rage, Channel Divinity, Wildshape, or Ki.
Good Milk (100 rupees, 1 lb.). Restore 1d8 + 1 hit points. You may use this item twice before it is expended.
Great Fairy’s Tears (3,000 rupees, 1 lb.). Fully restore HP. In addition while at full HP you deal additional damage with your attacks equal to your Presence modifier until you take damage. If reduced to 0 HP or fewer, this effect may be used as a reaction (after damage has been taken).
Green Picolyte (100 rupees, 1 lb.). The first creature you reduce to 0 HP within the next minute drops one of the following temporary boon items. Roll a d4 to determine which type of item it is.
- 1-Magic Bottle
- 2-Guardian Acorn
- 3-Piece of Power
- 4-Hourglass
Hasty Elixir (50 rupees, 1 lb.). For the next hour you may use the Dash action as a bonus action.
Heart Potion (50 rupees, 1 lb.). Drinking this potion immediately restores hit points equal to your level plus your Constitution modifier.
Hearty Elixir (50 rupees, 1 lb.). Immediately gain 1d8 + proficiency bonus temporary hit points.
Lantern Oil (10 rupees, 1 lb.). This oil may be used as traditional lantern oil. It may also refresh your uses of a Flame Lantern (if you have one) as though you took a long rest. Dousing a creature with this oil makes them more flammable, making fire damage deal an additional 1d6 damage against them for the next minute.
Lava Juice (200 rupees, 1 lb.). As an action you can splash Lava Juice on a creature within 30 feet of you, making them make a Dexterity saving throw with a DC of 10 + your proficiency bonus + your Dexterity modifier. On a failed save they take 6d10 Fire damage, or half as much on a successful one. Lava juice immediately melts ice and solidifies when touching water.
Magic Potion (50 rupees, 1 lb.). Regain the use of an expended spell slot that is one fourth of your level or below, rounded up.
Mighty Elixir (50 rupees, 1 lb.). Weapon attacks done by you deal additional damage equal to your proficiency bonus for the next hour.
Milk (50 rupees, 1 lb.). Restore 1d4 + 1 hit points. You may use this item twice before it is fully expended.
Monster Extract (10 rupees, 1 lb.). This extract is bottled malice. If used alone it deals 2d6 necrotic damage to a creature that imbibes or is doused in it. If used in cooking it instead makes that food act as a random elixir in addition to its normal effects.
Nayru’s Charm (50 rupees, 1 lb.). Choose 1 damage type. For the next 10 minutes you have resistance to that chosen damage type.
Orange Picolyte (100 rupees, 1 lb.). For the next minute any creatures reduced to 0 HP by you drop a Fairy.
Poe (50 rupees, 1 lb.). Roll a d20. If 10 or above, restore 4d4 + 4 hit points. If 9 or below, take damage equal to the amount of HP you would have restored from this potion.
Pumpkin Soup (20 rupees, 1 lb.). Drinking this soup immediately restores 1d4 + 1 hit points. This healing is doubled if the soup is currently warm.
Red Picolyte (100 rupees, 1 lb.). For the next minute any creatures reduced to 0 HP by you drop a Heart, allowing you or a creature that touches it to restore 1d4 HP.
Revitalizing Potion (50 rupees, 1 lb.). Pour this potion over an item that fits in a 5 ft by 5 ft cube. When done that item is immediately restored. This does not restore the magical properties of that item however.
Sneaky Elixir (50 rupees, 1 lb.). You are proficient in Stealth checks for the next hour. If already proficient in Stealth this instead grants expertise in Stealth for that hour.
Spicy Elixir (50 rupees, 1 lb.). Gain resistance to cold damage and ignore exhaustion from traveling through cold environments for the next hour.
Stamina Potion (50 rupees, 1 lb.). Gain advantage on Constitution saving throws for the next hour.
Sticky Elixir (50 rupees, 1 lb.). The DC of climb checks you make are reduced by 10 for the next hour.
Tough Elixir (50 rupees, 1 lb.). Increase your AC by 1 for the next hour.
Venom Potion (50 rupees, 1 lb.). Enemies within 30 feet of you must make a Constitution saving throw with a DC of 10 + your proficiency bonus + your Dexterity modifier. On a failed save they take 2d6 Poison damage, or half as much on a successful one.
Water of Life (100 rupees, 1 lb.). Immediately regain a number of expended hit dice equal to your proficiency bonus.
White Picolyte (100 rupees, 1 lb.). For the next minute you have advantage on skill checks made to identify, find, and determine the price of a single type of object of your choosing.
Yellow Picolyte (100 rupees, 1 lb.). For the next minute any creatures reduced to 0 HP by you drop extra rupees equal to twice their CR (rounded up).