# Random Potion Table (d100)
Roll once, then drink at your own risk — the higher the roll, the worse things can get.
## Common potions (01–40) — mostly helpful, low risk
|d100|Potion|Effect|
|---|---|---|
|01–05|Potion of Healing|Restores 2d4+2 hit points|
|06–10|Potion of Climbing|Climbing speed equals walking speed for 1 hour, advantage on Athletics (climbing)|
|11–15|Potion of Water Breathing|Breathe underwater for 1 hour|
|16–20|Potion of Animal Friendship|Cast _animal friendship_ on yourself|
|21–25|Potion of Fire Breath|Exhale a 15-ft cone of fire (4d6 damage, DC 13 Dex save), single use|
|26–30|Potion of Growth|_Enlarge_ effect for 1d4 hours|
|31–35|Potion of Gaseous Form|Become gaseous for 1 hour|
|36–40|Potion of Heroism|Gain 10 temp HP and are under _bless_ for 1 hour|
## Uncommon potions (41–65) — useful, but with a catch
|d100|Potion|Effect|
|---|---|---|
|41–44|Potion of Greater Healing|Restores 4d4+4 hit points|
|45–48|Potion of Resistance|Resistance to one damage type (roll randomly) for 1 hour|
|49–52|Potion of Speed|_Haste_ effect for 1 minute, no concentration needed|
|53–56|Potion of Invisibility|Invisible for 1 hour or until you attack/cast a spell|
|57–59|Potion of Mind Reading|Cast _detect thoughts_, but the drinker also broadcasts their own surface thoughts for 1 hour|
|60–62|Potion of Diminution|_Reduce_ effect for 1d4 hours — duration is unknown to drinker, can't be dispelled early|
|63–65|Oil of Etherealness|Become ethereal for up to 1 hour, but return to a _random_ nearby location on Material Plane|
## Rare & risky potions (66–85) — real consequences
|d100|Potion|Effect|
|---|---|---|
|66–69|Potion of Fire Giant Strength|STR becomes 25 for 1 hour, but on expiry you suffer one level of exhaustion|
|70–72|Potion of Clairvoyance|Cast _clairvoyance_, but a hostile creature within range may notice and scry back|
|73–75|Elixir of Health|Cured of all diseases and blindness/deafness — but causes 1d4 poison damage as toxins purge|
|76–78|Potion of Frost Giant Strength|STR becomes 23 for 1 hour, drinker also gains vulnerability to fire for the duration|
|79–81|Potion of Mind Control|Acts as _dominate person_ on the next creature drinker touches — including allies|
|82–85|Sovereign Glue (mislabeled)|50% chance it's actually Universal Solvent — drinker's hand is instantly, permanently glued to whatever it touches first|
## Very rare & deadly potions (86–95) — high stakes
|d100|Potion|Effect|
|---|---|---|
|86–88|Potion of Storm Giant Strength|STR becomes 29 for 1 hour, but lightning crackles around drinker, dealing 1d6 lightning damage to all creatures within 5 ft each turn|
|89–91|Potion of Vitriol (cursed)|Looks identical to a healing potion. Deals 6d6 acid damage (no save) and _destroys_ the container — and possibly what's holding it|
|92–93|Oil of Sharpness (unstable)|Weapon gains +3 for 1 hour, but on a roll of 1 on any attack the weapon shatters|
|94–95|Potion of Polymorph|Transform into a random beast (DM's choice) — drinker has no control and must succeed a DC 15 Wis save each hour to revert|
## Legendary horrors (96–100) — roll initiative
|d100|Potion|Effect|
|---|---|---|
|96–97|Elixir of Madness|DC 16 Wis save or gain a long-term madness (roll on the DMG table) lasting 1d10x10 hours|
|98|Potion of the Deep|Drinker grows aquatic features, gains a swim speed but a permanent -2 to Charisma, and feels an unshakable compulsion to seek the ocean (_remove curse_ required)|
|99|Potion of Petrification|DC 15 Con save or be turned to stone for 24 hours — no second chances|
|100|Black Vial of Annihilation|Drinker must succeed DC 18 Con save or be instantly reduced to 0 HP and begin making death saving throws; even on success, takes 6d10 necrotic damage|
A fun house rule: don't tell players what potion they grabbed until they drink it — unidentified potions are half the terror.