Potions

Magic potions offer benefits when imbibed. Common potions are often called "tinctures." Rare and rarer potions are usually called "elixirs." A hero can safely intuit the effects of a potion by taking a small sip.

Lesser Elixir of Healing (Consumable) (Rare): As an action, you can drink this fluorescent, white potion or administer the potion to another creature within your reach. The drinker's level of exhaustion is reduced by one, and any poison or disease in the drinker's system is suspended for 24 hours. In addition, the drinker regains a number of lost hit points equal to half its hit point maximum (round up). A Lesser Elixir of Healing sheds dim light in a 2-square radius.

Greater Elixir of Healing (Consumable) (Very Rare): As an action, you can drink this fluorescent, white potion or administer the potion to another creature within your reach. The drinker's level of exhaustion is reduced to zero, and any poison or disease in the drinker's system is neutralized. In addition, the drinker regains all lost hit points. A Greater Elixir of Healing sheds bright light in a 2-square radius and dim light for an additional 2 squares.

Elixir of Invisibility (Consumable) (Rare): As an action, you can drink this clear, flavorless potion or administer the potion to another creature within your reach. The drinker becomes invisible for 1 hour. The effect ends early if the drinker makes an attack or casts a spell.

Potion of Speed (Consumable) (Uncommon): As an action, you can drink this sour, green potion or administer the potion to another creature within your reach. The drinker's movement speed increases by 4 squares for 1 hour.

Potion of Spirit (Consumable) (Uncommon): As an action, you can drink this sparkling, blue potion or administer the potion to another creature within your reach. The drinker regains 1 lost spirit point.

Potion of Vigor (Consumable) (Uncommon): As an action, you can drink this fizzy, red potion or administer the potion to another creature within your reach. The drinker regains a number of lost hit points equal to half its hit point maximum (round up).

Tincture of Antitoxin (Consumable) (Common): As an action, you can drink this viscous, black potion or administer the potion to another creature within your reach. The drinker has advantage on tests against being poisoned and resistance against poison damage (see Resistance and Vulnerability), for 1 hour.

Tincture of Fire Resistance (Consumable) (Common): As an action, you can drink this steaming, orange potion or administer the potion to another creature within your reach. The drinker has resistance against fire damage for 1 hour.

Acid, cold, lightning, and thunder resistance tinctures also exist.

Tincture of Strength (Consumable) (Common): As an action, you can drink this chunky, purple-red potion or administer the potion to another creature within your reach. The drinker gains a boost to Strength for 1 hour.