Potion Poisoning

Drinking too much potions within a short time frame can cause side effects. Most beings weren't meant to handle so much foreign arcane energy mixing inside their body.

## Poisoning Rules

If you drink a second potion before the next long rest, make a DC 10 Con Save. For every additional potion consumed, the DC will increase by 2. On a fail, roll on the potion poisoning table for a side effect.

Consuming poorly brewed or too potent potions can also lead to this. They require a Save even if it's your first potion or they will increase the DC.

You can also decide to drink a potion hastily, only requiring a bonus action instead of an action. But this will also require an initial DC 10 Con Save or increase an already existing DC by 2.

## Poisoning Table

1. Your body rejects the potion and you regurgitate it. The actual effect of the potion doesn't occur.
2. You can feel your innards twist and turn. You take 1d6 poison damage and gain the poisoned condition for the next hour.
3. Your veins glow and your blood is burning. You take 2d6 acid damage. For one hour, creatures that hit you with piercing and slashing attacks while not being further than 5 ft away will take 1d4 acid damage.
4. Large thorns suddenly burst out from underneath your skin. You take 2d6 piercing damage and every creature no more than 5 ft away from you takes 1d6 piercing damage.
5. A glowing light bursts out from your eye sockets. You take 1d8 radiant damage. You shed bright light in a 10 ft line and dim light for additional 10 ft for 1d10 minutes.
6. Your mind becomes scattered while you feel liquid sloshing inside your skull. You take 1d8 psychic damage and forget everything that happened during the last 1d4 hours.
7. The arcane energy of the potions inside you mixes and becomes volatile. You take 2d6 force damage and a wild magic surge occurs.
8. Your entire body convulses, and then locks up. You become paralyzed until the end of your next turn.
9. Delightfully intoxicating. You gain 2 levels of drunkenness.
10. You salivate thick, glue-like ichor. Your mouth becomes sealed. You can’t speak for 1d4 hours. Lesser Restoration also ends this effect.
11. Your eyes secrete a thick, strangely colored liquid. You get disadvantage on perception checks relying on sight for 1d4 hours. Lesser Restoration also ends this effect.
12. Your ears fill with a gummy substance. You become deafened for 1d4 hours. Lesser Restoration also ends this effect.
13. Your palms secrete a slippery lubricant. You get disadvantage on sleight of hand checks for 1d4 hours, and you’ll drop a tool or weapon if you role a 1 while using it. Lesser Restoration also ends this effect.
14. Your body odor turns into a strong and strangely enticing fragrance for 1d6 hours. You get advantage on persuasion and performance checks, and creatures that rely on smell have advantage at detecting you.
15. The color of your hair takes on the color of the potion you drank for 1d6 days.
16. Your hair falls out, but it will be grown back to its original length during the next 24 hours.
17. Your height changes by 1d6 cm. Roll 1d2 to determine if you (1) grow or (2) shrink.
18. Large amounts of fog stream out of your mouth and nose. The result is like a level 3 Fog Cloud spell centered on yourself.
19. You have the urge to throw up, but instead, you release a wave of elemental energy. Roll a 1d10 to determine the effect (taken from the Dragonborn breath weapon).