D100 Random Potion Table for 5e DND

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Here’s a quick D100 random potion table for 5e DND and other fantasy tabletop RPG systems. Enjoy!

1) You feel a burning sensation in your throat and chest. You gasp for air, but your lungs feel like they’re on fire. You stumble and fall to the ground, writhing in agony. You take 1d4 damage.

2) When you ingest this magical potion, you gain the ability to see in the dark for the next 24 hours.

3) You feel a sudden surge of energy and strength. You feel like you could lift a mountain! You have +2 to all Strength-related checks for the next hour.

4) After drinking this potion, your skin takes on a scaly, reptilian appearance. Your eyes become slitted, and your teeth sharp. You have turned into a lizard!

5) You feel a tingling sensation all over your body, and then your muscles bulge and ripple. You have grown to twice your normal size! You have +2 to all Strength-related checks for the next hour.

6) Your body temperature suddenly spikes, and you feel like you’re on fire. You take 1d4 damage.

7) You feel a sudden urge to vomit, and you double over and empty the contents of your stomach. You take 1d4 damage.

8) You feel incredibly lightheaded and dizzy. The world around you starts to spin. You have disadvantage on all attack rolls and ability checks for the next minute.

9) You feel an irresistible urge to dance. Any dance-related skill check will automatically pass for the next 1d6+2 hours.

10) As you quaff this potion, you gain the ability to see invisible creatures and objects for the next 2d10 minutes.

11) You feel a cold chill run through your body, and your teeth start to chatter. You take 1d4 cold damage.

12) You suddenly feel very tired and drowsy. However, your intelligence spikes and you gain +5 to all INT based rolls for the next 2 days.

13) As you drink this red, tangy potion, your eyesight improves. You can now see twice as far as you normally could for the next 12 hours.

14) You feel a warmth spread through your body, and you start to feel better. You are cured of all diseases and you gain 1d8+2 temporary hit points for 2d20 hours.

15) You feel an overwhelming sense of joy, and you start laughing uncontrollably. You are immune to being frightened or charmed for the next 10 minutes.

16) You start to feel nauseous, and you dry heave for a few moments. You are sickened for the next minute.

17) You feel a sudden surge of energy, and you can now run at twice your normal speed for the next 10 minutes.

18) You feel your muscles tense up, and you start to shake. You have disadvantage on all attack rolls and ability checks for the next minute.

19) After drinking this blue, cloudy liquid, your body temperature drops significantly. You are immune to cold damage for the next 10 minutes.

20) You feel a sudden urge to sleep, and you fall asleep immediately. You sleep for 8 hours, and you are well rested and fully healed when you awake.

21) You feel a sudden urge to climb something. Any Climb-related skill check will automatically pass for the next 1d6+2 hours.

22) You feel a sudden urge to swim. Any Swim-related skill check will automatically pass for the next 1d6+2 hours.

23) You feel a sudden urge to jump. Any Jump-related skill check will automatically pass for the next 1d6+2 hours.

24) You feel your stomach grumble, and you are overcome by hunger. You must eat twice as much food at your next meal, or you will take 1d4 damage.

25) You feel incredibly thirsty, and you must drink twice as much water at your next opportunity, or you will take 1d4 damage.

26) You feel a sudden surge of speed, and you can now move twice as fast for the next 10 minutes.

27) You feel your body start to get weightless, and you slowly float into the air. You can levitate for the next 2d10 minutes.

28) You feel a sudden urge to speak in tongues. Any language-related skill check will automatically pass for the next 1d4+1 hours.

29) You feel a sudden urge to sing. Any Perform-related skill check will automatically pass for the next 1d4+1 hours.

30) You are overcome with fatigue, and you must take a short rest.

31) You feel your body temperature rise, and you start to sweat. You take 1d4 fire damage.

32) Your eyesight starts to fade, and everything becomes blurry. You are blinded for the next minute.

33) You feel a sudden urge to run away. You must make a Wisdom save or become frightened for the next minute.

34) You feel a sudden urge to attack. You must make a Wisdom save or become enraged for the next minute.

35) You start to feel lightheaded, and you have disadvantage on all attack rolls and ability checks for the next minute.

36) You are overcome with dizziness, and you fall prone.

37) You feel disoriented, and you have disadvantage on all attack rolls and ability checks for the next 10 minutes.

38) You feel your body temperature drop, and you start to shiver. You take 1d4 cold damage.

39) You feel your heart rate increase, and you have a +4 advantage on all Wisdom and Charisma based rolls for the next minute.

40) This potion causes you to act more boldly than usual. You have advantage on all attack rolls, ability checks and saving throws for the next minute.

41) This potion causes you to act more cautiously than usual. You have disadvantage on all attack rolls, ability checks and saving throws for the next minute, but you gain a +5 to all perception rolls.

42) You feel surprisingly happy, and you regain hit points equal to your character level + your constitution modifier.

43) You feel strangely sad, but you regain hit points equal to your character level + your constitution modifier.

44) You take 1d4 psychic damage.

45) You feel lucky, and you have advantage on all attack rolls, ability checks and saving throws for the next 2d10 hours.

46) You feel unlucky, and you have disadvantage on all attack rolls, ability checks and saving throws for the next 2d20 hours.

47) You feel like you have lived a full life, and you regain hit points equal to your character level + your constitution modifier.

48) As you drink this potion, your body grows cold, and you take 3d6 necrotic damage. If you die from this damage, you come back to life as a zombie after 1d6 days.

49) As you drink this potion, your body grows hot, and you take 3d6 radiant damage. If you die from this damage, you rise as a vampire after 1d6 days.

50) You feel strangely heavy, and you are unable to be pushed or knocked prone for the next 2d8 rounds.

51) Drinking this potion causes you to feel giddy and lightheaded, and you have a +5 advantage on all CHA based rolls for the next 2d10 hours.

52) Your body grows cold, and you take 2d6 necrotic damage. You are immune to fire damage for the next 2d4 days.

53) Your body grows hot, and you take 2d6 radiant damage. You are immune to cold damage for the next 2d10 hours.

54) You feel very relaxed, and you have a +3 advantage on all Wisdom and Intelligence based rolls for the next 2d4 hours.

55) You feel very energetic, and you have a +3 advantage on all Strength and Constitution based rolls for the next 2d4 hours.

56) This potion tastes very bitter. You must make a DC 15 Constitution saving throw or have a -2 disadvantage on all rolls for the next 2d4 hours.

57) This potion tastes very sweet. You gain the ability to see in low light conditions for the next 2d4 hours.

58) You feel warm and relaxed all over. You gain temporary hit points equal to your level + your constitution modifier. These hit points last for the next 1d4 hours.

59) You feel chilled to the bone. You take 2d6 cold damage. You gain resistance to cold damage for the next 2d4 days.

60) As you drink this potion, you feel your hands grow shaky and your heart beat faster. You have disadvantage on all attack rolls for the next 1d4 rounds.

61) As you drink this potion, your hands grow weak, and you feel very dizzy. You have disadvantage on all ability checks for the next 1d4 rounds.

62) Drinking this potion causes your mouth to go dry. You gain the ability to speak and read a new language for the next 2d4 days.

63) You feel a burning sensation in your throat, and you are unable to speak for the next 2d4 hours. However, your wisdom increases by +4 for the same amount of time.

64) You feel drowsy, and you have disadvantage on all perception checks for the next 1d4 hours.

65) This potion makes you feel energetic. You gain an additional action this round and for the next 2d4 rounds.

66) As this potion begins to take effect, you notice you have gained the ability to hear what people are thinking for 2d8 rounds.

67) You feel the effects of this potion almost immediately. You gain the ability to see into the ethereal plane for 1d4 rounds.

68) You feel the effects of this potion almost immediately. You gain the ability to see a specific spot anywhere on the material plane for 1d4 rounds.

69) You feel the effects of this potion almost immediately. You gain the ability to see into any location in the entire Underdeep for 1d4 rounds.

70) You have disadvantage on all perception checks for the next 1d4 hours.

71) After drinking this bright red liquid, you have advantage on all perception checks for the next 1d4 hours.

72) This potion smells of fish. You feel your eyes become more sensitive to light, allowing you to see in dim light as if it were bright light, but you have disadvantage on sight checks in bright light for 4d4 hours.

73) This potion makes you feel more alert. You gain advantage on perception checks for the next 1d4 hours.

74) This potion smells of sweat. You feel your skin become more resistant to physical damage, gaining resistance to non-magical bludgeoning, piercing, and slashing damage for 1d4 hours.

75) This potion smells of sweat. You feel your skin become more resistant to magic damage, gaining resistance to non-magical bludgeoning, piercing, and slashing damage for 1d4 hours.

76) This potion smells of popcorn. You feel your blood become resistant to poison, gaining advantage on poison saving throws for the next 1d4 hours.

77) This potion smells of sweet berries. You feel your skin become more resistant to physical damage, gaining resistance to non-magical slashing, piercing, and bludgeoning damage for 1d4 hours.

78) You feel the effects of this potion almost immediately. You gain the ability to see anywhere in both the ethereal and material planes for 1d4 rounds.

79) This potion smells of pine. You feel your skin become more resistant to physical damage, gaining resistance to non-magical slashing, piercing, and bludgeoning damage for 1d4 hours.

80) This potion smells of tobacco. You feel your skin become more resistant to magic damage, gaining resistance to non-magical slashing, piercing, and bludgeoning damage for 1d4 hours.

81) This potion makes you feel energetic. You gain an additional action this round and for the next 2d4 rounds.

82) This potion smells of strawberries. You feel your skin become more resistant to magic damage, gaining resistance to non-magical bludgeoning, piercing, and slashing damage for 1d4 hours.

83) You have disadvantage on all perception checks for the next 1d4 hours.

84) You feel a slight burning sensation in your throat and stomach. You now have the ability to see in the dark for 2d10 days.

85) This potion causes you to break out in a cold sweat. You gain advantage on saving throws against fire damage for 1d8 hours.

86) You feel the effects of this potion almost immediately. You gain the ability to hear anywhere in the ethereal plane for 1d4 rounds.

87) You feel the effects of this potion almost immediately. You gain the ability to communicate with any intelligent creature for 1d4 rounds.

88) This potion smells of maple syrup. You have a +1 advantage on wisdom saving throws for the next 1d4 years, but your hair also falls out completely and will not regrow during that period.

89) This potion smells of milk. You feel your eyes become more sensitive to light, allowing you to see in dim light as if it were bright light, but you have disadvantage on sight checks in bright light for 4d4 hours.

90) This potion smells of sweat. You feel your skin become more resistant to magic damage, gaining resistance to non-magical bludgeoning, piercing, and slashing damage for 1d4 hours.

91) This potion smells like medicine. If you fail a DC 10 constitution check, you will throw up, losing 2d10 hit points, and you are unable to move until the end of your next turn.

92) You feel the effects of this potion almost immediately. You gain the ability to see invisible creatures for 1d4 rounds. This only works with living things – not items.

93) This potion makes you feel energetic. You gain an additional action this round and for the next 2d4 rounds.

94) After drinking this bubbly blue liquid, you have a +2 advantage on all perception checks for the next 1d4 hours.

95) This potion makes you feel drowsy, and you have disadvantage on all perception checks for the next 1d4 hours.

96) Upon drinking this strange brew, you feel your skin changing. It turns blue (permanently), but you gain resistance to metal weapons.

97) When you drink this potion, your skin seems to begin glowing. For the next 1d4 weeks, you have a +2 advantage on all charisma checks, and may give off a dim light for 10 feet.

98) You have disadvantage on all perception checks for the next 1d4 hours.

99) You feel the effects of this potion almost immediately. You gain the ability to see through solid surfaces for 1d4 rounds.

100) You feel the effects of this potion almost immediately. You gain the ability to communicate telepathically with others for 1d4 rounds.