So it restores 1 slot up through the number you ended up with right? honestly the damage should be halfed if the dc is met in my opinion. Also I would make a common version something like 1d3 - 1(or +0) or something like that. for the sake of argument if roll a 1-1 you gain nothing unless for what ever reason you have a cantrip you can only use a limited number of times per-short/long rest.
Receiving nothing is never nice - always better to have something rather than nothing in my opinion. It's workings are based off magic items from the dmg, so having anything less than the uncommon version seems more effort than it's worth.
I like your idea of half damage on a successful save - makes those extra spell slots very "risk-vs-reward"ish.
I think its a good idea however, i'm more of a supporter for using it in conjunction with the Arcane Recovery feature that Wizards use. There would not be any dice it would simply be:
Common - 1 spell slot of 1st level
Uncommon- 2 spell slots of 1st level, or 1 spell slot of 2nd level
Rare- 3 1st slots, 1 2nd and 1 1st, or 1 3rd slot
Very Rare- (any combination up to 4th level)
Legendary- 1 spell slot of any level above 5, or any combination up to 5
I would remove the punishment and simply only allow one per short/long rest.
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“The harder the world, the fiercer the honour.” ― Steven Erikson, Memories of Ice
Regaining spell slots is dangerous territory - I would take @Thranic_Of_Tasanar's idea but also put the limitation of it only regains one slot. So if it was a Rare potion you could regain a 3rd OR a 2nd OR a 1st (obviously you regain the highest slot, but if you had only used 3 x 1st spells, then you'd only re-gain 1 slot).
The only other items that help to regain slots all require attunement, so to make consumables that do this, starts to bring back the OPness that spellcasters had in 3rd edition.
Quite a necro-post, but since it has already been bumped, I'd tone it way down and make it much more dangerous:
Rare: You regain one 1st-level slot.
Very Rare: You regain one 2nd-level slot.
Legendary: You regain one 3rd-level slot.
If you consume more than one mana potion before completing a long rest, then for each potion after the first you take three levels of exhaustion after ten minutes.
Spellcasters are already extremely powerful in D&D 5e, and their limited long rest casting resources are a major balancing factor, so even getting back a single 1st-level slot "for free" with a potion is a big deal, as it makes it easier to keep a caster functioning during a punishing adventuring day.
But it definitely shouldn't be too easy to get or make them, and using multiple should be properly dangerous, as they're pushing themselves beyond the limit with powers that even the gods do not fully understand. Three levels of exhaustion is brutal, and means you won't be considering a third mana potion unless you've got someone else willing to burn greater restoration or revivify you.
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Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Quite a necro-post, but since it has already been bumped, I'd tone it way down and make it much more dangerous:
Rare: You regain one 1st-level slot.
Very Rare: You regain one 2nd-level slot.
Legendary: You regain one 3rd-level slot.
If you consume more than one mana potion before completing a long rest, then for each potion after the first you take three levels of exhaustion after ten minutes.
Spellcasters are already extremely powerful in D&D 5e, and their limited long rest casting resources are a major balancing factor, so even getting back a single 1st-level slot "for free" with a potion is a big deal, as it makes it easier to keep a caster functioning during a punishing adventuring day.
But it definitely shouldn't be too easy to get or make them, and using multiple should be properly dangerous, as they're pushing themselves beyond the limit with powers that even the gods do not fully understand. Three levels of exhaustion is brutal, and means you won't be considering a third mana potion unless you've got someone else willing to burn greater restoration or revivify you.
This is sortakinda along the lines of what I remember the result was the last time the idea of a mana potion came up.
Hey all, I homebrewed this idea for mana potions recently, and thought it might be good to share it here.
Thoughts?
So it restores 1 slot up through the number you ended up with right? honestly the damage should be halfed if the dc is met in my opinion. Also I would make a common version something like 1d3 - 1(or +0) or something like that. for the sake of argument if roll a 1-1 you gain nothing unless for what ever reason you have a cantrip you can only use a limited number of times per-short/long rest.
Receiving nothing is never nice - always better to have something rather than nothing in my opinion. It's workings are based off magic items from the dmg, so having anything less than the uncommon version seems more effort than it's worth.
I like your idea of half damage on a successful save - makes those extra spell slots very "risk-vs-reward"ish.
I like the idea, I'm gonna throw a few for my players in the next sessions and see what they think.
Thank you.
I think its a good idea however, i'm more of a supporter for using it in conjunction with the Arcane Recovery feature that Wizards use. There would not be any dice it would simply be:
Common - 1 spell slot of 1st level
Uncommon- 2 spell slots of 1st level, or 1 spell slot of 2nd level
Rare- 3 1st slots, 1 2nd and 1 1st, or 1 3rd slot
Very Rare- (any combination up to 4th level)
Legendary- 1 spell slot of any level above 5, or any combination up to 5
I would remove the punishment and simply only allow one per short/long rest.
― Steven Erikson, Memories of Ice
Regaining spell slots is dangerous territory - I would take @Thranic_Of_Tasanar's idea but also put the limitation of it only regains one slot. So if it was a Rare potion you could regain a 3rd OR a 2nd OR a 1st (obviously you regain the highest slot, but if you had only used 3 x 1st spells, then you'd only re-gain 1 slot).
The only other items that help to regain slots all require attunement, so to make consumables that do this, starts to bring back the OPness that spellcasters had in 3rd edition.
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Keep it simple and have it be:
Quite a necro-post, but since it has already been bumped, I'd tone it way down and make it much more dangerous:
If you consume more than one mana potion before completing a long rest, then for each potion after the first you take three levels of exhaustion after ten minutes.
Spellcasters are already extremely powerful in D&D 5e, and their limited long rest casting resources are a major balancing factor, so even getting back a single 1st-level slot "for free" with a potion is a big deal, as it makes it easier to keep a caster functioning during a punishing adventuring day.
But it definitely shouldn't be too easy to get or make them, and using multiple should be properly dangerous, as they're pushing themselves beyond the limit with powers that even the gods do not fully understand. Three levels of exhaustion is brutal, and means you won't be considering a third mana potion unless you've got someone else willing to burn greater restoration or revivify you.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
This is sortakinda along the lines of what I remember the result was the last time the idea of a mana potion came up.
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Personally I love it my friend, and thanks.