Alchemical Item, Adventuring Item

As a Double Action, you can pour the drops onto a cloth and press it over the nose and mouth of an adjacent Creature, forcing it to make a DC 15 Constitution Saving Throw.

Critical Success: No effect.
Success: The target becomes Dazed for 1 Turn.
Failure: The target becomes Incapacitated until the start of your next Turn. You must use a Double Action on your next turn to force the repeat Saving Throw.
Critical Failure: The target becomes Unconscious for 1d4 hours.

An Unconscious Creature wakes up if it takes more than 10 damage. Once awake, the Creature gains the Confused condition until its next Short Rest.

As a Double Action, you can pour the drops onto a cloth and press it over the nose and mouth of an adjacent Creature, forcing it to make a DC 15 Constitution Saving Throw.

Critical Success: No effect.
Success: The target becomes Dazed for 1 Turn.
Failure: The target becomes Incapacitated until the start of your next Turn. You must use a Double Action on your next turn to force the repeat Saving Throw.
Critical Failure: The target becomes Unconscious for 1d4 hours.

An Unconscious Creature wakes up if it takes more than 10 damage. Once awake, the Creature gains the Confused condition until its next Short Rest.

As a Double Action, you can pour 1 dose of the drops onto a cloth and press it over the nose and mouth of an adjacent Creature, forcing it to make a DC 15 Constitution Saving Throw.

Critical Success: No effect.
Success: A target becomes Dazed for 1 Turn.
Failure: The target becomes Incapacitated until the start of your next turn when it must repeat the Saving Throw
Critical Failure: A target becomes Unconscious.

An Unconscious creature wakes up if it takes more than 10 damage. Once awake, the creature gains the Confused condition until its next Short Rest.