I've been thinking this sort of thing is needed into the game. I'd very much like to read your feedback.
Potion of mana (common)
After drinking this electric blue liquid (it even tastes like blueberry - a common, but vital, ingredient), you gain either 1d3 minor charges or 1 major charge.
Minor charges may be used in any of the following ways:
- recharge non-warlock spell levels (for instance, you may spend three minor charges to regain one second level spell use and a first level spell use;),
- A minor charge may recharge an ability that are regained during a short rest (like a druid's wild shape uses or the fighter's second wind), -
- A minor charge may regain a regain cuantifiable that is regained during a short rest (like monk's ki points or a battle master's superiority dice).
- Two minor charges may be used to recharge a warlock spell level sloth, regardless of level.
For instance, a monk/cleric that rolls a "2" may regain two ki points, a single ki point and a 1st level spell use, two first spells, or one secons level spell.
- A major charge can regains a single use of an ability that recharges with a long rest (like a barbarian rage) or a single unit of a cuantifiable that is regained on a long rest (for instance, a sorcerer may use this potion to regain a sorcery point)
- You may use a major charge exactly as you could use a minor charge (for instance, you may use a major charge to regain a single use of wild shape, or a single first level sloth)
Potion of greater mana (uncommon)
you gain 1d3+2 minor charges or 1d2 major charges (your choice), that can be used like the common version
Potion of superior mana (rare)
You gain 1d3+4 minor charges or 1d3 major charges
Potion of supreme mana (very rare)
You gain 1d3+6 minor charges, or 1d4 major charges
NOTES:
- Spells can only be regained using minor charges, as descibed above
- The key word in these potions is "regain" - you may not gain more uses of anything than your current limit
- The charges must be used immediately, any charges left are lost
For a "Potion of Mana", you should use the following item and spell as points of reference: Catnap, Pearl of Power. These give a sense of the balance required for regenerating spell slots and short rest abilities. Both are powerful, and need to be regulated.
Instead of increasing the potency of the "Potion of Mana" with rarity, I recommend letting it start with full potency, but have diminishing side effects. For any good Homebrew, simplicity is extremely important. This is what I recommend as a starting point:
Potion of Mana Potion, uncommon
You gain the the benefit of a short rest when you drink this potion. The severity of the side effects depend on the potion's rarity, as shown in the Potion of Mana table. Whatever its potency, the potion's blue liquid flashes chaotically when agitated.
I've been thinking this sort of thing is needed into the game. I'd very much like to read your feedback.
Potion of mana (common)
After drinking this electric blue liquid (it even tastes like blueberry - a common, but vital, ingredient), you gain either 1d3 minor charges or 1 major charge.
Minor charges may be used in any of the following ways:
- recharge non-warlock spell levels (for instance, you may spend three minor charges to regain one second level spell use and a first level spell use;),
- A minor charge may recharge an ability that are regained during a short rest (like a druid's wild shape uses or the fighter's second wind), -
- A minor charge may regain a regain cuantifiable that is regained during a short rest (like monk's ki points or a battle master's superiority dice).
- Two minor charges may be used to recharge a warlock spell level sloth, regardless of level.
For instance, a monk/cleric that rolls a "2" may regain two ki points, a single ki point and a 1st level spell use, two first spells, or one secons level spell.
- A major charge can regains a single use of an ability that recharges with a long rest (like a barbarian rage) or a single unit of a cuantifiable that is regained on a long rest (for instance, a sorcerer may use this potion to regain a sorcery point)
- You may use a major charge exactly as you could use a minor charge (for instance, you may use a major charge to regain a single use of wild shape, or a single first level sloth)
Potion of greater mana (uncommon)
you gain 1d3+2 minor charges or 1d2 major charges (your choice), that can be used like the common version
Potion of superior mana (rare)
You gain 1d3+4 minor charges or 1d3 major charges
Potion of supreme mana (very rare)
You gain 1d3+6 minor charges, or 1d4 major charges
NOTES:
- Spells can only be regained using minor charges, as descibed above
- The key word in these potions is "regain" - you may not gain more uses of anything than your current limit
- The charges must be used immediately, any charges left are lost
~Post rewritten for conciseness~
For a "Potion of Mana", you should use the following item and spell as points of reference: Catnap, Pearl of Power.
These give a sense of the balance required for regenerating spell slots and short rest abilities. Both are powerful, and need to be regulated.
Instead of increasing the potency of the "Potion of Mana" with rarity, I recommend letting it start with full potency, but have diminishing side effects.
For any good Homebrew, simplicity is extremely important. This is what I recommend as a starting point: