Philters are mixed with wine (or spirits) before imbibing.
Most philters require one minute to mix before drinking and must be consumed immediately.
Philters cannot be prepared or used as part of your action economy.
The philter is complete when a portion of the thing to be controlled is steeped in the potion, a leaf, a locket of hair, cat's whiskers, dog hair, fish scales, fingernails, etc. for at least an hour. Thereafter, the philter only works for that creature. You must finish a long rest to benefit from a new dose of philter of control.
No saving throw required for the following:
The creature is charmed by you. Unlike other charm effects, this charm effect does not end unless you or your companions attack the creature or otherwise cause it harm.
As an action you can perceive through its senses. Once established you can maintain for the duration of the potion. If the creature fails its saving throw, you can use this connection to influence the creature without being physically present.
Creatures with a 4 or higher Intelligence are entitled to a Wisdom saving throw DC 20. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You do not need to have a language in common. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it resumes its normal behavior or defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
In the case of an Intelligent (Intelligence of 4 or greater) target, each time the target takes damage, it makes a new Wisdom saving throw. If the saving throw succeeds, the affect ends.
This applies to animals with an Intelligence of 3 or less. This potion enables you to empathize with and control the emotions of beasts. You have advantage with all Wisdom (Animal Handling) checks you make with the creature. As an action, you can calm, enrage, make the creatures thirsty or ravenous, cause them to charge forward or to flee; or in some other way affect the emotional state of the affected beast. Alternatively, you can sense the current emotional state of the beast. Control is limited to emotions or drives unless you are able to use some form of speak with animals. The beast does not need to be able to hear or see you but must be within one mile to maintain control. This affect lasts for 24 hours.
You must be within 120 feet to control a dragon. After a failed save, the dragon is entitled to a new saving throw every time you exercise control, though at disadvantage. If you attempt to influence the dragon to do something it finds especially egregious, such as hand over a portion of its horde, the affect ends immediately. This affect lasts for 1 hour.
The giant is entitled to a new saving throw if you attempt to influence it to do something out of character. If it is especially egregious or causes the giant harm, the saving throw is made at advantage. This affect lasts for 1 hour. Once this potion ends the charm affect ends as well and the giant will know it has been charmed, though not necessarily who charmed it.
Person control applies to all playable races and humanoids. The target is entitled to a new saving throw if compelled to do something out of character. This affect lasts for 8 hours.
Plant control enables you to influence the behavior of normal plants, fungi, and even molds, oozes and shambling mounds—within the parameters of its normal abilities. You can cause the plant to remain still or silent, move, entwine, etc., according to its limits. Self-destructive control is directly possible if the plants are un-intelligent. This affect lasts for 24 hours.
You cannot establish a telepathic link with undead. However, undead tend to be far more pliant than other creatures. They will attempt to follow any direction you give them provided they can hear and understand you. This affect lasts for 8 hours.
The imbiber has advantage on all Charisma checks that involve speech. This potion enables the imbiber to speak fluently—even tell lies—smoothly, believably, and undetectably. Magic, such as Zone of Truth, has no effect against the imbiber. This affect lasts for one hour.
This potion causes the individual drinking it to become enthralled as per the spell (see Enthrall, no save) with the first creature seen after consuming the draught. Thereafter, anytime the imbiber sees the creature of their “love”, they become enthralled. The imbiber may actually become enamored if the creature is of similar race. The effects last until a dispel magic spell is cast upon the individual. Enamored feelings may persist after the effects have been dispelled.
When this potion is imbibed the individual becomes more charismatic. You have advantage on all Charisma checks. In addition, you gain the benefit of Suggestion, as per the spell, once per round. The duration of each affected creature only lasts for 1 minute.
Typically, poison potions are undetectable, odorless and can be of any color. If you drink it, you take 40 points of poison damage. Thereafter (or with just a taste), at the start of each of your turns, you take 3d6 poison damage. You must succeed on a DC 13 Constitution saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. At the end of each of your turns, you can repeat the saving throw. The poison ends when the damage decreases to 0. The poison is so toxic that a protection from poison spell simply decreases the toxicity by 1d6.
When this liquid is consumed, it will seem to be beneficial—philter of glibness or persuasiveness, for instance. However, whenever a meaningful utterance must be spoken (the verbal component of a spell, the text of a scroll, negotiation with a monster, etc.), the potion's true effect is revealed—nothing can be said properly, and Charisma checks are made with disadvantage when trying to communicate with creatures hearing such nonsense.