Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … | Rarity | HP Regained |
---|---|---|
Healing | Common | 2d4 + 2 |
Greater healing | Uncommon | 4d4 + 4 |
Superior healing | Rare | 8d4 + 8 |
Supreme healing | Very rare | 10d4 + 20 |
Notes: Bonus: Hit Points, Healing, Consumable
I’m working herbalism and alchemy into our game and I’m just wondering what a good way or explanation would be to justify the gp cost for creating the potions?
if you’re out in the wild at a camp and spend a day brewing a potion of healing, how does the 25gp cost get deducted from that player’s currency if they gathered all the material components themselves? I just can’t figure out a way to justify the cost, but I definitely want there to be a gold piece cost so that it can add more limitations other than just a material cost.
Thinking about it, I’m justifying it by saying that X gp gets expended as part of the alchemical magic in the brewing of the potion automatically at the brewing’s completion.
You're totally right! The herbalism kit has a slight mechanics:narrative disconnect since characters who use the herbalism kit find items via foraging in their surroundings with a Survival check. This is the reason I got started writing a better feeling herbalism kit mechanic! :D
For now though, I'd stick with the 25gp abstract, but allow them the chance to forage for 5gp worth of herbalism kit materials at a time (taking one hour per forage). Explain that this is to fill in the gap in roleplaying and that if they were to try sell the random bits of plant fibres they've foraged seperately, it would not be of saleable use to anyone other than a fellow herbalist (to prevent players exploiting finding 5gp per hour. if they try sell it put it in the copper range of worth).
so close! you forgot that the Crafting Cost is actually 25% of Value for consumables, such as Scrolls, Potions, Poisons, and single use Wands amongst other things (however Component Cost for Enchanting is still full price, so spamming Wands of True Resurrection is not a thing, sorry) This however means that XGtE has re-evaluated Potions at the following Values:
What would be even nicer is if XGtE had specified that their chart is using the Forgotten Realms' 10 Day Work Weeks, or regulated the Working Speed on a recognizable Scale
I'd love to know where they came up with that Math, along with the Math for the Experience Scale personally, since Lv 9>10 & Lv 10>11 both require more individual Exp than Lv 11>12 (16k & 21k respectively), as well as Lv 10>11 requiring the most exp for an individual Lv until 14>15
All of their Playtesting; and they missed such a large discrepancy. I am having difficulty figuring out what exactly the scale actually is because of this. From what I can tell, the simplest solution is to correct the Scale thusly:
but even this does not give me insight into the Scale used. If anyone knows this information, I would be delighted to be enlightened.
Ya I was looking for this too.
It uses the action of the character feeding it to you, which would be during their turn. It would not use up your action, and it wouldn't happen on your turn. Your turn would take place as normal when it comes up. If you're conscious when your turn comes up again, you can act as normal.
that table is in the DMG formatted for the rarity of the magic items in question.
Common 50-100 GP
Uncommon 101-500 GP
Rare 501-5,000 GP
Very Rare 5,001-50,000 GP
Legendary 50,001+ GP
It doesn't need to literally expend 25gp. The cost is associated with the materials and tools needed. All this means is you need 25gp worth of herbs, alchemical ingredients, or whatever. If you want to allow your players to forage for ingredients, decide what those ingredients might be, and how long you think it should take to find enough.
For example, maybe since a regular healing potion costs only 25gp, the ingredients aren't that rare, and are pretty easy to find. So perhaps you have them make a Survival Check, DC determined by the environment. If they succeed, they find the ingredients in 1d3 days. If they fail, they spend 1d3 days looking and can't find anything. Or maybe they find part of the ingredients they need depending on how close they get to the DC. It's up to you!
Also, there could be many paths to the same potion: maybe in forest biomes, you primary use mushrooms, flowers, and snail shells; whereas in the desert, you might use cactus water, dung beetle paste, and snake scales. This could affect your biome DCs. Who knows, get creative! Maybe it requires a specific mushroom that only grows at a certain time of year; or the paste of a rare butterfly that only exists in a few parts of the world. This sort of thing would naturally make it take longer to forage these ingredients instead of buying them from an apothecary or something.
Finally, for the incredibly expensive supreme healing potion, at a whopping 10,000gp, these ingredients are probably one-of-a-kind. Sounds like a great hook for an adventure. Maybe they need to find a large, unblemished ruby worth 5,000gp and soak it in the blood of a dire troll! Who knows?
Hope this helps.
For the more complex potions, like the superior healing potion, which costs 1,000gp to make, maybe the ingredients are quite a bit rarer.
We have a house rule in our game, our GM has ruled that healing potions lose 1d4 of potency for every 5 X "bonus" years since brewing.
E.g. the uncommon potion is 4d4+4, so every 5 X "bonus" = 5 X 4= 20..... So every 20 years an uncommon healing potion would lose one of its d4 levels of strength; becoming 3d4+4, then 2d4+4 and so on.
The "bonus" always remains so that even a really old potion found in a ancient treasure horde will still offer some benefit. using the identity spell reveals both the the original and current levels of potency.
No! 1 year and a half later and there' still no standard price!!!
When trying to add a normal potion of healing onto your character sheet if you sort using the potion function you are not able to locate it could this be fixed?
I wouldn't count swallowing as an action. The person being fed the potion would still get their entire turn when it comes around.
Yes! Please add this!
yes
Their feeding you the potion takes their action. You gain its benefits for free.
All of the arms of vishnu holding their thumbs up to this!!!!!
It seems that XGtE's downtime chapter identifies a workweek as 5 days at 8 hours per day.
I would say that it is the turn of the person who feeds it to you, so you could still do stuff on your turn