Potion, legendary
You regain hit points up to your maximum when you drink this potion. Additionally, for 1 minute your attacks are considered magical and have a +3 bonus. After this minute passes, you gain a point of exhaustion.
This potion is a golden-amber liquid made from copious amounts of Shi'gar cane sap and the cold-water-soaked leaves of various Black Té herbs, known for their magical qualities and pleasant aroma. The potion glimmers in the light, as the infinitesimal crystals of joy floating within reflect and refract light throughout the liquid.
Notes: Healing, Consumable
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Posted Apr 21, 2021I like this, good to chug in the middle of a battle when at low health and fighting something with resistance to non-magical attacks, a couple issues with it though.
1: It's very situational. When you chug the potion, you reach full health, your attacks are considered magical, and you have a +3 attack bonus (Which goes towards your roll to hit the mob, not dmg) This seems cool at first, but then you realize, that the best way to chug this potion is if you're almost unconscious, need your attacks to be magical, and the enemy has high AC. This is not just a healing potion that you just casually chug down when you feel like you need it. This is something you'd use on a werewolf if you were almost dead and you kept missing him. I just see people either not caring about the effects and chugging it as if it were a really strong health potion, or have the party wait until they fight a group of lycanthropes or demons or some other creature with resistance or immunity to non-magical attacks and a high AC.
2: Exhaustion is DANGEROUS. After just 1 point of it, you have disadvantage on skill checks, which will prove annoying after the fight, and 2 levels of it, you have HALF SPEED, 3rd level exhaustion has you having disadvantage on attack and saving throws, which makes you garbage in a fight now. 4th level sees you having half max health, as if you weren't useless enough in the fight. 5th level sees you to being so tired you CAN'T EVEN MOVE, and at 6th level you are literally JUST DEAD. Not to mention the effects of previous levels also appear on newer levels, so a 4th level exhausted player has disadvantage on literally every roll in existence, and has half their max HP. Adding one point may not seem that bad, but then you take into account that the players will likely gain at least 1 point of exhaustion in most cases by the time the potion becomes useful, and not to mention if the DM keeps track of food and drink in their campaigns, the party could have another 1-3 points of it by the time the potion is useful. Not to mention the party can have MULTIPLE POTIONS. So if they get into a really long or tough fight and the same party member needs to use Ambrosia twice, well not they have disadvantage on most checks, and have half speed. And if people forget their amound of exhaustion and they drink 6 in a row, then when that minute ends, they are DEAD. Ambrosia shouldn't be able to KILL a party member.