Potions

Drinking a potion can be a great way to restore damaged hit points, get a quick boost to stats, or replace used up spell slots. But drinking an alchemical concoction made without exacting standards can have... negative side effects. These are the homebrew rules for usage of potions during combat.  
  • The DMG states that drinking a potion is an action. My homebrew rule makes drinking a potion a bonus action instead.
  • In keeping with the notion that these strange brews are inherently dangerous, I'm adding in the following addendum: players will roll make a Constitution Save after consuming their potion.
 

Toxicity DC

  Players will make a Constitution saving throw with the DC based on the rarity of the potion they consumed.
  • Potion Rarity Potion Toxicity DC
    Common 9
    Uncommon 11
    Rare 13
    Very Rare 15
    Legendary 17
   

Side Effects

  If a player critically fails (i.e. rolls a 1) their Constitution Save, they will roll on this table to find out what happens for the next 24 hours or long rest:  
  • Roll Side Effect
    1 Your stomach twists and turns, visibly wriggling inside you. You become poisoned, and take 1d6 acid damage per level of rarity above common of the potion you drank at the end of every hour. Lesser restoration also ends this effect.
    2 Your veins begin to glow an unusual color, and your blood feels like it’s burning. You take necrotic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also take this damage whenever you’re effected by a spell that deals damage. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Lesser restoration also ends this effect.
    3 Your eyes secrete a thick, cloudy fluid veined with neon color. You become blinded and have disadvantage on any check, skill, or ability that requires sight. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Lesser restoration also ends this effect.
    4 Your ears fill with a colorful, gummy substance. You become deafened and have disadvantage on any check, skill, or ability that requires hearing. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Lesser restoration also ends this effect.
    5 Your saliva turns into a thick, glue-like ichor, sealing your mouth shut. You can’t speak, and can’t cast spells that require verbal components. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Lesser restoration also ends this effect.
    6 Your legs lose all feeling, and solidify into a chalky, brittle substance. At the end of every hour you travel at a normal or fast pace overland, or at the end of every turn in which you move 30 feet or more, you take necrotic damage equal to 1 + 1d6 per rarity above common of the potion you drank. You can repeat the saving throw at the end of every hour, ending the effect on yourself on a success. Greater restoration also ends this effect.
    7 Your skin becomes translucent, and feels as thin as an insect’s wing. You take necrotic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also take this damage whenever you take damage from a weapon attack. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Greater restoration also ends this effect.
    8 Your thinking slows, and you feel a strange liquid sloshing around within your skull. You take psychic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also have disadvantage on Wisdom, Intelligence, and Charisma saving throws. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Greater restoration also ends this effect.
    9 Your limbs feel like jelly, and your flesh becomes slick and wobbles when touched. You take necrotic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also have disadvantage on Strength, Dexterity, and Constitution saving throws. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Greater restoration also ends this effect.
    10 Your entire body convulses, and then locks up. You become paralyzed until the start of your next turn. Then, you hiccough, and a tiny frog hops out of your throat.

Comments

Please Login in order to comment!