--- #### **Health Potion Values** | **Healing Potion Type** | **Healing Roll** | **Max Healing** | **Notes** | | ----------------------- | ---------------- | --------------- | ------------------------------------- | | **Basic** | 4d4 | 16 | Common and widely available. | | **Greater** | 8d4 | 32 | Standard for mid-level adventurers. | | **Superior** | 16d4 | 64 | Rare; often reserved for emergencies. | | **Supreme** | 32d4 | 128 | Extremely rare and valuable. | --- 1. **Potion Carry Limit**: Players can carry a maximum of six potions. 2. **Bonus Action for Health Potions**: Players can drink a health potion as a bonus action and roll for the result. 3. **Action for Max Health Potions**: Players can drink a health potion as an action to gain the maximum result. #### **1. Potion Sharing** - **Using a Potion on Another Creature**: - Drinking a potion yourself is quick, but administering one to another creature requires an action, even for health potions. - This creates a strategic decision: heal yourself quickly or spend more time helping an ally. - **Handing Off a Potion**: - Passing a potion to another player costs an object interaction on your turn. If they take it and drink it on their turn, it follows the normal action/bonus action rules. --- #### **2. Potion Mixing** - **Drinking Multiple Potions**: - If a player drinks more than one potion in a short time, the effects may interact unpredictably. Roll a **d20** on the Potion Mixing Table: | d20 Roll | Result | | -------- | -------------------------------------------------------------------------- | | 1-5 | The potions cancel each other out; no effect. | | 6-10 | Random mild side effect (e.g., nausea, disadvantage on rolls for 1 round). | | 11-15 | The potions work as normal, no interaction. | | 16-20 | Gain a temporary bonus (e.g., +2 AC or extra movement for 1 minute). | --- #### **3. Potion Spoilage** - Potions are magical but not immune to time or poor storage: - **Poor Storage**: If not kept in proper conditions, a potion may lose potency. Roll a **d6**: | d6 Roll | Result | | ------- | -------------------------------------------------------- | | 1-2 | Potion spoils; it is unusable. | | 3-4 | Potion loses half its effect (e.g., roll half the dice). | | 5-6 | Potion is unaffected. | - **Expiration**: Some potions may have an expiration date set by the DM, especially custom or alchemist-created potions. --- #### **4. Potion Throwing** - **Throwing Potions as a Ranged Attack**: - Players can throw potions at creatures or objects, treating the attack as an improvised weapon. On a hit: - **Healing Potion**: Heals the target (or splashes onto a single target, healing half the dice result). - **Damaging Potion**: Potions with damaging effects deal their listed damage in a splash radius. - **Breaking Potions**: Potions thrown on the ground may create environmental effects The DM determines the specifics based on potion type. --- #### **5. Potion Effect Durations** - Some potions with lasting effects (e.g., _Potion of Invisibility_ or _Potion of Speed_) may require the player to make a Constitution saving throw to maintain the effect: - Example: DC 10 + 1 per round beyond the initial duration. - Failure causes the potion’s effect to end early. --- #### **6. Overdose Rules** - Drinking too many potions in a short time can stress the body. If a character drinks more than **3 potions within an hour**, they must make a Constitution saving throw: - **DC 10 + number of potions consumed beyond 3**. - Failure causes exhaustion or another penalty (e.g., 1d6 poison damage per potion). --- #### **7. Potion Rarity and Identification** - **Unidentified Potions**: Players must identify a potion to use it safely: - Spend 10 minutes and roll an Intelligence (Arcana) or Wisdom (Herbalism Kit) check (DC determined by potion rarity). - **Potion Rarity**: - Common (e.g., Healing Potion, 50 gp). - Uncommon (e.g., Greater Healing Potion, 150 gp). - Rare (e.g., Potion of Speed, 500 gp). - Very Rare (e.g., Supreme Healing Potion, 1,350 gp). - Legendary (e.g., Potion of Vitality, 5,000 gp). --- #### **8. Custom Potion Effects** - Create custom potions tailored to your campaign. Examples: - **Potion of Feather Step**: Reduces falling damage by half and grants the _feather fall_ effect for 1 hour. - **Potion of Arcane Clarity**: Grants a single spell slot restoration (up to 3rd level). --- #### **9. Custom Brewing Rules** - **Crafting Time Formula**: Crafting time is based on the potion’s market price and rarity: - **Base Time**: 1 day per 50 gp of the potion’s cost. - **Minimum Time**: Even simple potions take at least **1 day** to craft. - **Skill Check**: Intelligence (Arcana) or Wisdom (Herbalism Kit) check (DC varies by rarity) is required. - **Cost**: Crafting requires raw materials equal to **half the potion’s market price**. |**Potion Rarity**|**Examples**|**Crafting Time**|**Skill Check DC**|**Notes**| |---|---|---|---|---| |**Common**|Healing Potion (Basic), Potion of Climbing|1 day|DC 10|Basic potions are quick and inexpensive to craft.| |**Uncommon**|Greater Healing, Potion of Resistance|3 days|DC 15|Requires moderate skill and better materials.| |**Rare**|Superior Healing, Potion of Invisibility|10 days|DC 20|Often requires rare ingredients or special conditions to craft.| |**Very Rare**|Supreme Healing, Potion of Vitality|20 days|DC 25|Time-intensive; requires exotic or magical components.| |**Legendary**|Custom Potions, Experimental Recipes|30 days or more|DC 30|Highly unique and campaign-defining potions. May require quests.| --- ##### **Additional Crafting Rules** ##### **1. Collaboration** - Multiple characters can collaborate to reduce crafting time: - **Rule**: Each additional character reduces the total time by 10%, up to a maximum of 50%. ##### **2. Brewing in Bulk** - Characters can brew **up to 3 potions of the same type** simultaneously: - Add 50% more time for each additional potion. - Increased Potion amount means Increased DC ##### **3. Magical Components** - Certain rare or magical potions may require specific ingredients: - Example: _Fire elemental ash_ for a fire resistance potion. - If rare components are unavailable, crafting time increases by 50%. ##### **4. Alchemy Lab** - Using an **alchemy lab** or similar facility reduces crafting time: - **Standard Lab**: Reduces time by 10%. - **Advanced Lab**: Reduces time by 20% and grants advantage on the skill check. ##### **Sample Crafting Times** | **Potion Type** | **Crafting Time** | **Material Cost (gp)** | **Skill Check DC** | | ----------------------- | ----------------- | ---------------------- | ------------------ | | Healing Potion (Basic) | 1 day | 25 | 10 | | Greater Healing Potion | 3 days | 75 | 15 | | Superior Healing Potion | 10 days | 250 | 20 | | Supreme Healing Potion | 27 days | 675 | 25 | | Potion of Invisibility | 5 days | 125 | 20 | | Potion of Vitality | 20 days | 500 | 25 |