So after reading James Haeck's post about Potion Toxicity and Quick drinking last november, I haven't been able to get the idea out of my head. This weekend, I'm starting a fresh campaign with several experienced players and I thought I'd bring my own flavor to this house rule. So, as the article suggested, I made drinking a potion a bonus action. I also ruled that one-two potions have no negative effect. Three requires a CON save (based on the potions rarity) And any more requires a CON save with disadvantage.
The fail table was something I've been putting a lot of thought into, as I wanted the negative effects to be painful, but not miserable. Well, not too miserable. Some of these ideas came from google, reddit, and James's original post while others were my ideas. What do you think? I'm also trying to determine how long some of these effects should last... a round, a minute, several hours, until a long rest?
Negative effects table (roll a d20)
You gain the Poisoned condition
You take a level of exhaustion
You take 1d4 poison damage per level of the potions rarity
You begin hiccupping loudly, Disadvantage on Stealth checks for 1d4 hours
You begin glowing, all attacks have Advantage against you for 1 minute
Your speed is halved for 1d4 hours
You fall unconscious
You are blinded until your next turn
You become paralyzed until the start of your next turn.
Your current hit points are halved (Reroll if taking a health potion)
You take 2d6 fire damage and your skin aches as though you’ve been burned all over.
Nearsighted, you have disadvantage on any checks or attack rolls or affects more than 10 feet away
Farsighted, you have disadvantage on any check or attack rolls on targets or affects within 10 feet.
Flatfooted, your initiative drops to 1 for 1d4 hours
You become semi-incorporeal. You gain resistance to all attack damage except psychic. And all of your attack damage is halved except psychic damage.
Your blood seems to boil and your adrenaline surges. You take the frightened condition towards all hostile creatures for 1 minute. (Repeat the save at the end of each turn)
You have disadvantage on all attack rolls during your next round.
You teleport up to 60 feet in a random direction.
Your skin seems to thin and you become vulnerable to piercing damage for 1 minute.
Roll on a polymorph table (d8)
Giant Weasel
Giant Rat
Jackal
Hyena
Mule
Mastiff
Wolf
Panther
Rollback Post to RevisionRollBack
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So after reading James Haeck's post about Potion Toxicity and Quick drinking last november, I haven't been able to get the idea out of my head. This weekend, I'm starting a fresh campaign with several experienced players and I thought I'd bring my own flavor to this house rule. So, as the article suggested, I made drinking a potion a bonus action. I also ruled that one-two potions have no negative effect. Three requires a CON save (based on the potions rarity) And any more requires a CON save with disadvantage.
The fail table was something I've been putting a lot of thought into, as I wanted the negative effects to be painful, but not miserable. Well, not too miserable. Some of these ideas came from google, reddit, and James's original post while others were my ideas. What do you think? I'm also trying to determine how long some of these effects should last... a round, a minute, several hours, until a long rest?
Negative effects table (roll a d20)