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Staying alive

Potions in 5e, Drinking, Mixing and Brewing

Shelves of glowing potion vials in a candlelit alchemist's cellar, red healing draughts in front, while a hooded armoured figure waits in the blue-lit archway beyond

Drinking a potion, or pouring it into an ally within 5 feet, costs a Bonus Action, and it works at once. A Potion of Healing restores 2d4 + 2, and the rarest restores 10d4 + 20. Drink two at once, or pour them into one bottle, and the GM rolls d100 on a table that runs from "both work" to an explosion. Here are the rules from SRD 5.2.1, quoted, with the odds worked out.

Using a potion

The SRD's Potions category:

Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up.

The Potion of Healing entry in Equipment adds the range: "another creature within 5 feet of yourself." So the Fighter can still attack, then pour a potion into the downed Wizard beside them on the same turn. Any healing gets a creature at 0 Hit Points back up.

You don't need Identify to learn what a potion does: "a little taste is enough to tell the taster what a potion does."

The four Potions of Healing

PotionHealsAverageRarityPriceGP per HP
Healing2d4 + 27Common50 GP7
Greater4d4 + 414Uncommon200 GP14
Superior8d4 + 828Rare2,000 GP71
Supreme10d4 + 2045Very Rare20,000 GP444

The basic price is the Equipment list's 50 GP. The others come from the Magic Item Rarities and Values table (Uncommon 400 GP, Rare 4,000, Very Rare 40,000), with its footnote: "Halve the value for a consumable item other than a Spell Scroll."

What each one does to a hurt hero:

For comparison, Cure Wounds with a +3 modifier averages 12 and costs an action and a slot. A basic potion costs 50 GP and a Bonus Action, and anyone can drink one.

Mixing potions

The rule: "A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions." When that happens, the GM rolls on the Potion Miscibility table; for more than two potions, "roll again for each subsequent potion, combining the results."

d100ResultChance
01Both lose their effects; 5-foot-radius explosion, 4d10 Force damage to each creature in it1%
02–08Both lose their effects; the mix becomes an ingested poison7%
09–15Both lose their effects7%
16–25One potion loses its effect10%
26–35Both work, numbers and durations halved10%
36–90Both work normally55%
91–99Both work, one potion's numbers and duration doubled9%
00Only one works, but its effect is permanent1%

Read it as odds:

The 00 result's own example: a Potion of Healing "might increase the drinker's Hit Point maximum by 2d4 + 2." A 1% lottery ticket. Drink potions one at a time unless the table wants the gamble.

The potion that lies

Potion of Poison. This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature.

The taste test fails here: it tastes like the real thing. Drinking it deals 4d6 Poison damage (average 14) plus a DC 13 Constitution save against the Poisoned condition for 1 hour. With Con +0 you fail 60% of the time; with +2, 50%. A potion from a dead cultist's belt deserves Identify before it goes into the downed Wizard.

Brewing your own

Brewing Potions of Healing. A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work).

Half the shop price, about 3.6 GP per Hit Point. The Herbalism Kit costs 5 GP. The stronger potions follow the general magic item rules: proficiency in Arcana, plus Alchemist's Supplies or the Herbalism Kit. Consumables cost half the time and gold on the crafting table, so a Greater potion takes 5 days and 100 GP, and a Superior 25 days and 1,000 GP.

Other potions worth knowing

At the table

The Book of Dice covers the d4 behind every healing potion in Part I, The Object.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.

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