Hi everyone, a bit of explanation before the potion question. I am hosting a homebrewed one shot for my friends (as well as it’s my first time to DM) this is going to be a heavy combat adventure. There will be 4 of them all at level 5 (not sure what classes yet). The early enemies throughout will consist a 1-2 of Wolves, a Goblin Boss, a decent amount of Goblins (melee and ranged) at different points in the cave. towards the end of the cave they are going to enter a temple, there where they will run into a homebrewed Goblin Shaman (sorcerer) and more Goblins (melee and ranged)
Once the shaman falls, he’ll activate a wave mechanic. Bringing more goblins to the cave and eventually an ogre to wrap things up.
All consumed as a bonus action POTIONS:
Potions of Healing, I’ve decided do give a flat 10+CON modifier.
Potion of Mana: (this one might need rework) thinking about a d4, 1 = one 1st lvl spell slot, 2 = three 1st lvl spell slots, 3 = three 1st lvl, one-two 2nd lvl spell slots, 4 = three 1st lvl, one-two 2nd lvl, and one 3rd lvl spell slots.
Potion of Stamina: Restores action and bonus action (cannot drink another) essentially an action surge.
It will be encouraged that there is no time for a long/short rest due to the goal of the one shot so I wanted to add some things to help keep any spell users being able to feel more useful for the late game things.
They have limited GP, and they will have to buy the potions which will be pricey so they items can’t be too abused. Any feedback or suggestions on the potions would be greatly appreciated. Thank you.
In general id say getting back spell slots is very powerful because this resource is what limits spell casters vs melee characters. For a one shot it might be fine, especially if you’re not allowing a long rest. I’d probably limit the potions depending on how aggressive the players are with spell casting, most one shots are similar to the adventure day, the players are meant to use resources and not necessarily have all their strength by the end. Obviously if you’re intending the final fight to be deadly by itself then maybe the potions are needed.
using the logic of no rest, then I’d suggest another potion, maybe a “potion of rejuvenation “ recover X short rest abilities when consumed, like Ki points for example
I really don't see too much of an issue with a potion that allows casters to get spell slots back though I would probably have them more based on a similar rarity to healing potion with regular healing potions only bringing back 1 level 1 spell slot, greater bringing back either 1 level 2 slot or 2 level 1 slots and so on and so forth.
Would probably advise against the potion of stamina potion or make it something that isn't easy to obtain and maybe not a potion. Thematically the limiting factor for how many actions a player can take in a turn isn't really stamina but time, each turn exists in a 6 second block of time where they get 1 action, 1 bonus action and 1 reaction.
There aren't official spell restoring potions, but in Dungeons of Drakkenheim (Partnered Content) they have Aqua Delerium which restores spell slots. It gives back 1d4+1 slots and if you consume more than one before a long rest you get the same number of slots back but take 1d12 damage for every slot restored. This probably indicates how strong it is to restore spell slots without giving time to rest.
Hi everyone, a bit of explanation before the potion question. I am hosting a homebrewed one shot for my friends (as well as it’s my first time to DM) this is going to be a heavy combat adventure. There will be 4 of them all at level 5 (not sure what classes yet).
The early enemies throughout will consist a 1-2 of Wolves, a Goblin Boss, a decent amount of Goblins (melee and ranged) at different points in the cave. towards the end of the cave they are going to enter a temple, there where they will run into a homebrewed Goblin Shaman (sorcerer) and more Goblins (melee and ranged)
Once the shaman falls, he’ll activate a wave mechanic. Bringing more goblins to the cave and eventually an ogre to wrap things up.
All consumed as a bonus action POTIONS:
Potions of Healing, I’ve decided do give a flat 10+CON modifier.
Potion of Mana: (this one might need rework) thinking about a d4, 1 = one 1st lvl spell slot, 2 = three 1st lvl spell slots, 3 = three 1st lvl, one-two 2nd lvl spell slots, 4 = three 1st lvl, one-two 2nd lvl, and one 3rd lvl spell slots.
Potion of Stamina: Restores action and bonus action (cannot drink another) essentially an action surge.
It will be encouraged that there is no time for a long/short rest due to the goal of the one shot so I wanted to add some things to help keep any spell users being able to feel more useful for the late game things.
They have limited GP, and they will have to buy the potions which will be pricey so they items can’t be too abused. Any feedback or suggestions on the potions would be greatly appreciated. Thank you.
In general id say getting back spell slots is very powerful because this resource is what limits spell casters vs melee characters. For a one shot it might be fine, especially if you’re not allowing a long rest. I’d probably limit the potions depending on how aggressive the players are with spell casting, most one shots are similar to the adventure day, the players are meant to use resources and not necessarily have all their strength by the end. Obviously if you’re intending the final fight to be deadly by itself then maybe the potions are needed.
using the logic of no rest, then I’d suggest another potion, maybe a “potion of rejuvenation “ recover X short rest abilities when consumed, like Ki points for example
I really don't see too much of an issue with a potion that allows casters to get spell slots back though I would probably have them more based on a similar rarity to healing potion with regular healing potions only bringing back 1 level 1 spell slot, greater bringing back either 1 level 2 slot or 2 level 1 slots and so on and so forth.
Would probably advise against the potion of stamina potion or make it something that isn't easy to obtain and maybe not a potion. Thematically the limiting factor for how many actions a player can take in a turn isn't really stamina but time, each turn exists in a 6 second block of time where they get 1 action, 1 bonus action and 1 reaction.
There aren't official spell restoring potions, but in Dungeons of Drakkenheim (Partnered Content) they have Aqua Delerium which restores spell slots. It gives back 1d4+1 slots and if you consume more than one before a long rest you get the same number of slots back but take 1d12 damage for every slot restored. This probably indicates how strong it is to restore spell slots without giving time to rest.
Pearl of Power also gives back spell slots.
Wizards and Sorcerers have the ability to regain spell slots without rest, just so you're aware.
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