Potion, very rare
The potion within this bottle looks stormy and violent. Uncorking the potion calms the storm and returns it to a clear vial of rain water. When you drink this potion, you gain the effects of one of the following storms (your choice). The potion's effects last for 1 hour.
Firestorm. For the duration, you have resistance to fire damage, and you can use a bonus action on each of your turns to radiate searing heat. When you do, each other creature within 15 feet of you must make a DC 16 Constitution saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
Ice Storm. For the duration, you have resistance to cold damage, and you can use a bonus action on each of your turns to cover the area around you in a 15-foot radius with ice. The area is difficult terrain for all creatures other than you. When you create the effect, each other creature within the area must succeed on a DC 16 Constitution saving throw or take 1d8 cold damage. A creature that starts its turn on the ice or steps on it for the first time on its turn must succeed on a DC 16 Dexterity saving throw or fall prone. The ice remains for the potion's duration or until you use this effect again.
Thunderstorm. For the duration, you have resistance to lightning and thunder damage, and you can use a bonus action on each of your turns to emit your choice of a blast of lightning or thunder. If you release lightning, one creature of your choice that you can see within 15 feet of you must make a DC 16 Dexterity saving throw; if the creature is made of metal or is wearing metal armor, the save is made with disadvantage. On a failed save, it takes 2d8 lightning damage and can't take reactions until the end of your next turn. If you release thunder, each other creature within 15 feet of you that can hear you must make a DC 16 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is deafened until the end of your next turn. On a successful save, a creature takes half as much thunder damage and isn't deafened.
Windstorm. For the duration, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you can use a bonus action on each of your turns to release a ferocious gust of wind. When you do, each other creature within 15 feet of you must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from you.
"I am the eye of the storm. Hear me, feel me, fear me!"
Jennifer Lynn Bolan
2024-12-13 16:38:15 +0000 UTC