Homebrew Item: Belt of Chaotic Potions
NOTE: This has not been tested, I'm planning on changing the effects based on situations.
Item Description:
A long leather belt, it can either be worn across the chest as a bandoleer belt, or crossed around the hips. The belt is covered in runes, a skilled magic user can possibly tell that these runes basically mean Chaos and Creation (transmutation). There are four pouches on the belt for potions, they can be slid up and down to position anywhere.
In my game, the item was a gift and came with a set of instructions. If you wanted to, you could just have the belt already be full of water vials,
and surprise the player after a long rest.
Rules:
Obviously you can use this list for whatever, but here is the intended purpose. The Potion Belt has 4 spots for vials. Before a long rest, you put a vial filled with water in each of them. After the long rest, roll on this table 4 times, noting the order (1, 2, 3, 4) so when they go to use one you can keep track of which one it is. The player can attempt to identify the potion, using something like Arcana or maybe even a new skill. Describe the visual details (keep track of that, and hopefully the player keeps track too because they can use that knowledge to identify the potion in the future), smell, etc.
I've roughed out this for identification.
1-5 - they have no idea what this potion might do
5-15 - they have a rough idea of if this potion is good or bad (drink or throw it at someone)
15-20 - they know what this potion does
Any vials filled with water can be used in the belt, if the vial is empty or filled with something other than water than nothing happens to that vial. Negative effects have a relevant save DC of 15 (I know there are some written, I came up with this general rule after), and the times in here are kind of arbitrary, make them last however long you think works. Some of them are meant to be thrown, some are meant to be consumed, as the player doesn't know what they do this can lead to some pretty fun results.Most of these are meant for fun, so play around with it based on what suits the situations.
Potions below
Potions (percentile die):
1: Delusion - User believes that the potion bestows a useful magical effect based on the situation.
2: Scales - AC increased by 2 for 1d4 hours, colour matches eye colour
3: Skin Colour Change - 1d6, skin changes colour for 1d4 days
1 - fluorescent pink
2 - green
3 - blue
4 - purple
5 - black with stars
6 - red
4: Liquid Rock - when the liquid is removed from the vial, it turns into a stone
5: Butterflies - when opened, a swarm of butteflies is released
6: Fabric Acid - melts away any clothing it touches
7: Nekovoice - target meows instead of speaking for 1d4 minutes
8: Eyedrops - just.. sterile eyedrops
9: Liquid Wookie - causes hair to sprout wherever it touches
10: Stagger potion - causes loss of balance, disadvantage on dexterity checks for 1d4 minutes
11: Illiteracy - the person forgets how to read and write all languages
12: Spasm potion - any time the target uses an action, roll a d10. On a 1, they twitch and lose the action. This lasts for 1 minute.
13: Fire - ignites on impact, dealing 1d6 damage on first round, ignites flamable material and deals 1d4 if fire continues
14: Shards - deals 1d6 piercing damage, target takes 1d4 damage whenever they use that body part for 1 hour
15: Numbness - Thrown: choose a limb. If a 17-20 is rolled, potion hits that limb and causes numbness, unable to use limb for 1d4 minutes. Lower rolls can hit other parts of body
16: Random drink - roll 1d10
1 - Wine
2 - Rum
3 - Beer
4 - Milk
5 - Tea
6 - Coffee
7 - Hotsauce
8 - Hot Cocoa
9 - Gravy
10- Cordial
17: Bards Brew - the next 3 sentences said must be rhymes
18: Gender - Swaps your gender for 1d4 hours
19: Reset - seemingly has no effect, 1d4 minutes later teleports target back to place where potion was used
20: Minor Healing Potion
21: Illusionary fire - target thinks they are on fire for 1d4 minutes, wisdom save 15DC
22: Attractive - target becomes instantly attractive for 1d4 hours
23: Confetti - explodes in confetti
24: Gravity Water - water falls out upside-down
25: Love Potion - you fall in love with everybody you meet for 1d4 minutes
26: Grass - Grass and flowers grow where this potion touches. Causes existing plants to grow to twice their size rappildy, causing difficult terrain.
27: Amnesia - you forget where you are and why you are there for 1d4 minutes
28: Levitate - you levitate 4 inches above the ground for 1d4 minutes. Movement must be made by pushing or pulling against something.
29: Third Eye - you grow a third eye on your head for 1d4 hours, granting +2 to perception
30: Mutation - you grow an extra toe on each foot and extra finger on each hand for 1d4 hours
31: Hair Colour - same rules as skin colour change
32: Dance - forces the creature to dance for 1d4 minutes
33: Mana - restores 1 first level spell slot - must be used within 1 hour
34: Flight - you gain a flying speed of 10ft but lose your walking speed for 1d4 minutes
35: Drunk - Causes instant drunkeness for 1d4-con hours - disadvantage on dexterity, wisdom, and inteligence, advantage on charisma and strength
36: False Invisibility - causes the belief that they are invisible for 1d4 minutes
37: Tiny Wish - can make 1 wish, will grant the wish on an extremely small scale
38: Slime - when opened, spawns 1d4 baby slimes, non hostile
39: Language - learns one additional language, chosen by the DM, but cannot speak it
40: Jump - Double jump height for 1d4 minutes
41: Speed - double movement speed for 1d4 minutes
42: Smoke - when opened, smoke spews from the bottle for 1d4 minutes, obscuring the area
43: Illusionary Fire Breath - belch fire with the same visual effect as the dragonborn fire breath
44: Bubbles - every time the creature opens its mouth, bubbles come out for. lasts 1d4 minutes
45: Stat Boost - +1 to a random stat for 1d4 minutes
46: Magnetic liquid - causes any metal objects in the area to fly towards the liquid
47: Blood Thinner - causes bleeding damage (1HP per round) from all phisical attacks for 1d4 minutes
48: Random Liquid 1d10
1 - Blood
2 - Oil
3 - Perfume
4 - Ink
5 - Garbage juice
6 - Cooking Oil
7 - Chloroform
8 - Soap
9 - Adhesive
10- False Poison (drinker seems dead for up to 1d4 minutes)
49: Shape change 1d10 for 10 seconds, can communicate telepathically and cast spells, otherwise cannot move. Turn back to normal if they take damage
1 - Mundane Animal
2 - Vegetable
3 - Object
4 - Item of Clothing
5 - Gas
6 - Liquid
7 - Statue
8 - Tree
9 - another player
10- insect
50: Sobriety - instantly become sober
51: Mimicry - can only mimic words and sounds for 1d4 minutes
52: Plant Voice - can only speak to plants for 1d4 minutes, others only hear a creaking sound
53: Hair growth - causes existing hair to grow at a rate of 1ft a minute for 1d4 minutes
54: Age - ages at a rate of 10 years a minute for 1d4 minutes, returns to normal at the end
55: Eye Glow - eyes glow brightly for 1d4 hours, granting darkvision and a disadvantage on stealth checks
56: Nose - nose grows twice as large for 1d4 hours, granting advantage on perception checks related to smell
57: Language Comprehension - Understands all language for 1d4 minutes
58: Random Language - speaks in a language they do not know for 1d4 minutes
59: Inspiration - grants 1d6 inspiration die for 10 minutes
60: Illusionary Size Change - seems to grow twice as large or half as small for 1d4 minutes
61: Susan Storm - turn invisible for 1d4 minutes, does not effect worn clothing or items
62: Gills - grows gills for 1d4 minutes, water breathing but cannot breath air, relieved by drinking water, releases if they suffocate
63: Beard - Immediately grows a waist length beard for 1d4 hours
64: Taste - any food or liquid consumed tastes amazing for 1d4 hours
65: Spider - Spider climb for 1d4 minutes
66: Knowledge - advantage on int checks for 1 hour
67: Identify - instantly identify the next magic item they see
68: Xray vision - clothing is no longer visible to the target for 1d4 minutes
69: Sick - Con save DC15, fail suddenly vomits uncontrollably
70: Egg - Causes feeling of needing to use the bathroom, after 10 minutes feel extreme pain and lay an egg. if kept, egg can hatch into 1d10
1 - Unfertilised
2 - Tiny human baby that ages and dies in 10 minutes, looks exactly like creature that lays the egg
3 - Fully grown adult who tips their hat and walks through the nearest wall
4 - A swarm of insects
5 - 100gp, 25sp, 3cp
6 - another potion (roll on this table)
7 - random miniaturised animal
8 - Random Trinket
9 - Chicken
10- Baby Kenku
71: Fetch - feels the urgent need to chase anything thrown for 1d4 hours, wisdom save dc15 each time they see a thrown object
72: Insects - releases a swarm of harmless but terrifying insects that fly into the nearest creatures face before dispersing
73: Greater Healing
74: Lucky Vomit - painfully vomit money for 1 minute, 1d10gp, 1d10sp, 1d10cp
75: Optimist - everything seems hopeful
76: Pessimist - everything seems terrible
77: Fear - the next item or creature that they see
78: Smile - cannot stop smiling for 1d4 minutes
79: Sad - cannot stop crying for 1d4 minutes
80: Existential Crisis - realises that they are in a game for 1 minute, immediately forget after but are left with a feeling they are being watched
81: Other Amnesia - everyone but the target forgets about their existance unless they are looking at them for 1d4 minutes
82: Spices - 1d10
1 - Garlic
2 - Rosemary
3 - Mint
4 - Nutmeg
5 - Cinnamon
6 - Cloves
7 - Mustard
8 - Ginger
9 - Pepper
10- Salt
83: Food - target feels full and tastes 1d10
1 - Bacon and eggs
2 - tomato and cheese sandwich
3 - salad
4 - fish and chips
5 - buttered corn
6 - hearty stew
7 - dried fruit
8 - candy
9 - fresh bread and butter
10- fried rice
84: Hole - creates a 2 foot wide/deep hole (does not harm living creatures, but can still pass through hole)
85: Silence - mouth disappears for 1d4 minutes, can communicate through telepathy
86: Water walking - walk in water for 1d4 minutes
87: False speak with animals - believe they can talk to animals for 1d4 minutes
88: Mini Wild Magic - roll on the Wild Magic table and create a miniature version of the effect
89: Bloody Tears - blood leeks from eyes for 1d4 minutes
90: Mind Reading - hear creatures thoughts but it is their native language for 1d4 minutes
91: Moustache - you already know what this one does
92: BO - smell really bad for 1d4 minutes
93: Sneezing - after a lot of build up, it's just a sneeze
94: Rage - Barbarian rage for 1d4 minutes
95: Rot - rots anything it touches (deals 1d4 damage for 1d4 rounds to flesh)
96: Luck - can reroll, must keep second roll
97: False Race Change - appears to become another race for 1d4 hours
98: Breeze - your clothes and hair are ruffled by a wind only you can feel for 1d4 hours
99: Tattoos - your body is covered in black marking following the viens beneath your skin. lasts until you are next healed by magic.
100: Greater Delusion - User believes that the potion bestows a useful magical effect based on the situation, grants 1d10 inspiration
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