---
#### **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 |