DND 7
DND 7
Though these
qualities do not interfere with the functionality of the potion,
they do serve to discourage creatures from stealing their
potions, or to simply torment those to whom they voluntarily
give their potions.
Potion Qualities
d10 quality
1 The potion bears an odor that is hauntingly
reminiscent of a fond memory, such as the smell of
your mother or your home.
2 When you move to drink the potion, it turns black
and tar like. This in no way effects its functionality. If
not consumed, it returns to its normal appearance in
an hour.
3 The potion looks, smells, and tastes like another type
of potion (roll from the potion table of its relevant
rarity or choose at DM's discretion). Even an identify
spell indicates it is a different type of potion, unless
that spell is cast by a hag.
4 The potion is always slightly warm to the touch,
about the temperature of a living thing, and its bottle
accumulates a thin film of musky oil over time.
5 Any other potions stored near this potion take on the
appearance of this potion. An identify spell still
identifies their true nature.
6 Though the potion appears and smells normal and
has its normal effect, it tastes like blood, bile, or
some other foul substance.
7 Whenever the potion is uncorked, a handful of
vermin such as ants, cockroaches, and harmless
spiders scuttle out of the bottle.
8 The odor of the potion makes nearby beasts uneasy
and restless, and they will not willingly approach the
potion if it is uncorked and will be nervous around a
creature that is under the effects of the potion.
9 Once consumed, the potion seems to refill itself.
However, if consumed, this is discovered to simply
be mundane water.
10 If unobserved for longer than 1 minute, the potion
changes its appearance another potion (roll from the
potion table of its relevant rarity or choose at DM's
discretion), though its effect remains the same each
time it changes.
Hags rarely brew a potion without including a sinister side
effect. These curses apply to the drinker for as long as they
remain under the effects of the potion. If the potion has an
instantaneous effect, such as a potion of healing, the side
effect instead remains for 1 minute. Hags are typically
immune to these side effects, or are unbothered by them if
they do apply.
Potion Side Effects
d10 side effect
1 The creature is frightened of one of its allies, chosen
by the DM. If no allies are around, you are frightened
of an innanimate object
2 The creature is ravenously hungry, and if there is any
visible food the creature must spend its turn
attempting to eat that food.
3 The creature has vulnerability to a specific damage
type, such as cold, necrotic, or bludgeoning.
4 The hag that created this potion can read your mind
as if with detect thoughts, regardless of any
intervening distance. If the original hag is dead, a
relative of the hag now has this awareness.
5 You are under the impression that you are a child
who was kidnapped and killed by the hag. You still
have access to your class features and skills, but the
disconnect between your identity and your skills
imposes disadvantage on all Wisdom saving throws.
6 You appear withered and sickly and have
disadvantage on death saving throws. Additionally,
undead creatures can detect your presence and
pinpoint your location as a free action.
7 When you take specific type of damage such as acid,
cold, or necrotic, your hit point maximum is
decreased by that amount of damage. If this reduces
your hit point maximum to zero, you die.
8 You are charmed by one hostile creature, chosen by
the DM, and perceive them as your true love. If no
hostile creatures are around, you are charmed by an
innanimate object.
9 Bad luck afflicts you. Once during the course of this
potion's effect, at a time dictated by the DM, you
must reroll a successful attack roll, ability check, or
saving throw and use the lowest of the two rolls.
10 You are incapable of speaking coherently or
understanding spoken language.