They grant stacking temp HP, up to a maximum difference between current HP and full HP. Temporary HP disappears at a short or long rest. For example, if you have a max HP of 100 and are down to 75 HP, you can consume elixirs until you are at 25 Temp HP. You cannot exceed 100 total HP These CANNOT be used on someone at 0 HP to stabilize or revive them, and creatures at 0 HP cannot gain temp HP.

Market Value and Effects (subject to change): Common: 20 GP - 4d4 + 4 (BONUS ACTION TO CONSUME) Uncommon: 30 GP - 4d6 +6 Rare: 50 GP - 4d8 + 8 Very Rare: 120 - 4d10 +10 Legendary: 350 - 5d12+12

All elixirs other than the common one use a standard action to consume