Potion Consumption (5e Variant Rule)

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Potion Consumption[edit]

Potions are an adventuring staple, but their mechanics often feel too rigid. These optional rules introduce tactical depth, risk-reward choices, and incentives for skilled characters. Some focus on action economy, while others reward preparation or introduce realistic drawbacks. Choose the ones that fit your table’s pacing and balance.

Action Economy & Timing:[edit]

Potion Spill[edit]

If a character carrying multiple potions takes bludgeoning damage, there's a chance one might break. Roll a d20 for each potion carried. On a 1, the potion breaks, spilling its contents (no effect). Flavor: "The vials clink precariously..."

Measured Draught (Standard vs. Bonus Consumption)[edit]

  • Standard Action: Drinking a potion restores the maximum possible hit points the potion can heal. (e.g., a standard healing potion restores 10 HP instead of rolling 2d4+2)
  • Bonus Action: Drink normally and roll for healing.

Assisted Administration (Teamwork & Healing Support)[edit]

A character with a healer’s kit can use their reaction to stabilize potion use. If an adjacent ally drinks a healing potion, the healer maximizes the healing instead of rolling.

Potion Saturation[edit]

After a character drinks a certain number of potions within a short period (e.g., 3 potions in 1 hour), their body becomes saturated. Further potions consumed within the next hour have their effects reduced by half (rounded down). This discourages excessive potion chugging. Flavor: "The body can only absorb so much..."

Quick Sip (Reaction)[edit]

If you take damage, you may drink a potion as a reaction, healing immediately. Optional Addition: This ability can only be used once per short rest OR only if the creature has taken damage since their last turn (prevents spamming).

Potion Stash (Item Interaction)[edit]

Drinking a potion is a free object interaction, but retrieving one from a bag or container requires a full action.

Potion Stash (Item Interaction)[edit]

Drinking a potion is a free object interaction, but retrieving one from a bag or container requires a full action.

Enhanced Potions:[edit]

Practical Apocathary (Feat or Medicine Check)[edit]

A character proficient with Alchemist’s Supplies or who succeeds on a DC 15 Medicine check can enhance a healing potion upon drinking or adminstering it, increasing its healing by +2 HP per potion tier (e.g., +2 for common, +4 for greater, etc.).

  • Instead of +2 HP per tier, roll an additional die:
  • Common (2d4+2 → 3d4+2)
  • Greater (4d4+4 → 5d4+4)
  • Superior (8d4+8 → 9d4+8)
  • Supreme (10d4+20 → 11d4+20)

Potion Boost (Synergy Bonus)[edit]

Drinking a potion while already under the effect of another potion grants a minor synergy bonus for 1 minute:

  • Healing + Any Buff Potion → Gain 1d4 temporary HP.
  • Resistance + Another Resistance Potion → Choose one resistance to upgrade to immunity for 1 round.
  • Speed + Strength Potion → Gain advantage on Athletics checks.
  • Optional Addition: The DM can allow experimentation—players can mix and match potions to discover new effects.

Risk & Reward:[edit]

Potion Overdose (Risk/Reward)[edit]

Drinking more than one potion per turn forces a Constitution saving throw (DC 10 + number of potions consumed). On a failure, suffer one of the following effects (roll 1d4 or DM’s choice):

  • Disadvantage on attacks and ability checks for 1 round.
  • 1d4 poison damage per potion consumed.
  • Speed reduced to 10 feet for 1 minute.
  • If the save fails by 5 or more, suffer the poisoned condition for 1 minute (repeat the save at the end of each turn).

Overclocked Potions (Reckless Usage)[edit]

As a bonus action, a creature may drink a potion and double its effect—but they must succeed on a DC 15 Constitution save or take a level of exhaustion.

Reckless Concoction (Variant of Overclocked):[edit]

Instead of doubling the effect, the character can choose to reroll all the dice for the potion's effect, taking the new result, even if it's lower. They still make the Constitution save (DC 15) or gain a level of exhaustion. This offers a different kind of risk/reward, potentially leading to much higher or lower outcomes. Flavor: "A daring mix..."

Potion-Related Abilities, skillchecks or Feats:[edit]

  • Alchemical Intuition: Grant advantage on checks related to potion identification, brewing, or use.
  • Potion Mastery: Reduces the action required to drink a potion or grants additional benefits when using potions.
  • Brewmaster: Allows a character to brew more potent potions or discover new potion recipes.
  • Alchemical Resistance: A racial or class feature that grants resistance to the negative effects of unstable or poorly brewed potions.
  • Potion Affinity: A special bond with potions, allowing a character to sense nearby potions or even gain temporary benefits from simply carrying them.

Magic Items & Artifacts:[edit]

  • Potion-Infused Weapons: Weapons that can be imbued with potion effects, delivering a magical strike alongside the weapon's normal damage.
  • Amulets of Potion Preservation: Amulets that prevent potions from spoiling or losing their potency.
  • Rings of Alchemical Enhancement: Rings that boost the effects of potions or grant additional benefits when brewing them.
  • The Potioner's Gauntlet: A legendary gauntlet that allows the wearer to instantly identify any potion and even alter its effects slightly.
  • Cauldrons of Rebrewing: Magical cauldrons that can be used to "rebrew" existing potions, potentially enhancing their effects or changing their properties.

Worldbuilding & Lore:[edit]

  • Potion Guilds/Organizations: Introduce guilds or organizations dedicated to the study and creation of potions. These could be sources of quests, rare ingredients, or new potion recipes.
  • Potion Markets: Create bustling markets where characters can buy and sell potions, ingredients, and alchemical equipment.
  • Potion Traditions: Develop unique potion traditions in different cultures or regions. Some cultures might use potions for rituals, while others might have strict regulations on their use.
  • Potion-Related Monsters: Introduce monsters that are either immune to the effects of potions or can even be harmed by them (e.g., a fire elemental vulnerable to a water breathing potion).
  • Potion-Themed Quests: Design quests centered around potions, such as searching for a rare ingredient, retrieving a stolen potion recipe, or stopping a villain who is using potions for nefarious purposes.
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