Potion, varies
You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion’s rarity, as shown in the table below.
Whatever its potency, the potion’s red liquid glimmers when agitated.
| Potion | HP Regained | Rarity |
|---|---|---|
| Potion of Healing | 2d4 + 2 | Common |
| Potion of Healing (Greater) | 4d4 + 4 | Uncommon |
| Potion of Healing (Superior) | 8d4 + 8 | Rare |
| Potion of Healing (Supreme) | 10d4 + 20 | Very Rare |
Notes: Bonus: Hit Points, Healing, Consumable







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Posted Feb 2, 2024this is what i came here for lol
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Posted Feb 15, 2024IDK about DnD 5e, but in BG3 you cannot perform an action on your next turn.
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Posted Mar 28, 2024That is a mechanic specific to Baldur's Gate 3 and is not part of 5e D&D rules.
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Posted Apr 3, 2024Only reason people like herbalism kits
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Posted Apr 25, 2024rare and special? 4/5 characters can cast spells. Even 1/2 the fighters and monks and rogues
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Posted Jun 6, 202450 / 100 / 500 / 5000 (each gp) are the values of each of those. But that'd require a quick Google search to find that, so yea, ask for an additional column..
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Posted Jun 15, 2024Drinking is the feeders action
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Posted Jun 20, 2024-
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Posted Jun 21, 2024If you click on the potion, it'll tell you
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Posted Sep 11, 2024this is a GREAT IDEA and seems like a oversite not to include. They will say they wanted to leave to the DM or waiting for the DMG but I think it should be included as well
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Posted Sep 11, 2024To me that was always a funny concept, unconscious? Here swallow this liquid
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Posted Jan 12, 2025maybe the potion heals the drowning damage too?!
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Posted Feb 4, 2025Using the 2024 free rules dmg it lists magic item values based on rarity, where consumables are half that value, and crafting them costs half it's value in raw material, so a quarter of the magic item rarity value.
However, keep in mind these are in the (free rules) dmg, so they're intended for the DM as a guideline, if you're a player, check with your GM, they might not exactly follow this guideline.
This gives
Common: 50gp to buy, 25gp to craft (heals 4-10hp, so 5-12½gp/hp when bought)
Uncommon: 200gp to buy, 100gp to craft (heals 8-20hp, so 10-25gp/hp when bought)
Rare: 2000gp to buy, 1000gp to craft (heals 16-40hp, so 50-125gp/hp when bought)
Very rare: 20,000gp to buy, 10,000gp to craft (heals 30-60hp, so 333⅓-666⅔ GP/hp)
Just by hp/gp common ones are by far the best value, but maybe at higher levels when you're fighting things that deal large amounts of damage, it's preferable to be able to get a larger heal in quickly, and with how the DnD economy tends to go, you'll probably have as much to spend at those levels anyway.
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Posted Jul 30, 2025Can the Greater/Superior/Supreme versions be ingested as a bonus action?