Potion, uncommon
You regain 4d4 + 4 Hit Points when you drink this potion.
Whatever its potency, the potion’s red liquid glimmers when agitated.
Notes: Bonus: Hit Points, Healing, Consumable
You regain 4d4 + 4 Hit Points when you drink this potion.
Whatever its potency, the potion’s red liquid glimmers when agitated.
Notes: Bonus: Hit Points, Healing, Consumable
wow this seems OP
I have bad news for you about the potion of supreme healing
Would be nice if they included a price range on this stuff.
Agreed. I've been looking for prices on items. It would be so much easier if the prices were readily available on these individual pages.
Eh, that would depend entirely on the level of the character consuming it. For a lvl 1, sure, but for a lvl 15 fighter, that's like a band-aid.
And I agree that these pages should include suggested prices!
In my games I use 3.5 prices for potions.
Price for a Greater potion is 300Gp
Can a person drink half a vial for 2d4 + 2?
No, you can't drink part of a potion.
"Once used, a potion takes effect immediately, and it is used up." in page 139 of the Dungeon Master's Guide
My group homebrews that one when you use a full action to drink a potion you get the full amount, but using a bonus action means you roll for it.
I go PHB, standard action to drink or administer drink to your allies. - Going Critical Role/BG-3 Style as a Bonus action really ruins the Action economy, using their rules, there's no reason the whole team shouldn't carry a ton of Potions, Attack, and Drink a Potion every-round using their Bonus action.
Potions are consumables, so the DM can often regulate how many a party can have through availability and price. Nobody wants to use a full action to heal a small amount of hp, so I'm inclined to follow the drink as a bonus action rules. Even then, my players still don't think drinking a potion during combat is worthwhile...
So true. Prices for everything.
If everyone is playing a class that completely ignores bonus actions maybe lol
"Nobody wants to use a full action to heal a small amount of hp" No, **** that's the point. It's supposed to be a difficult decision, "20/35damage to enemy or ~4-8/4-16 healing for myself and MAYBE survive, or MAYBE end this right now." You shouldn't be using healing potions during-combat without a big penalty using your standard action... Why allow the ability to spam bonus-actions with potions all day? That's unbalanced and unfair. (especially with classes that rarely use bonus actions) It imbalances the Action Economy and nullifies the use of a main healer (not that you need one).
- Healing potions require a Standard Action (6 seconds) to drink. That's it. PHB.
- Homebrew what you want, but then you're not following core-rules (neither did BG3).
- Or just Homebrew whatever, a fellow DM provides a 2d4 roll for healing as a bonus action, or a benefits a guaranteed 8HP healing as a standard-action/or/out of combat.
Edit: Matt Mercer and Baldurs Gate 3 use Bonus actions rather than PHB Standard actions.
"Regulate Consumables," but when a team has 3,000gp gold to spare and HP pots are 50gp(or 150gp) and they can craft their own with simple ingredients (look it up), you can only-limit them so much, with crafting or other ways (by saying this town only has "3 potions total" is unrealistic and unfair, i mean if an NPC/PC herbalist can't pump-out 2-3-more-potions in an 8-hour period...), they (your players) are going to stack 10-potions each, if they can. You HAVE to limit them by action-economy.
Sure they can 'craft their own' but that takes a lot of downtime. You can't reliably craft all that much on the road, you'd be sacrificing your sleep. If your players constantly buy and use health potions, then they shouldn't have a high amount of money. As it is, potions serve very little purpose, an action to heal 4-8/8-20 is simply just a wasted turn outside of low levels, when you won't have potions to spare. The only purpose they have is long dungeon crawls you need to conserve spell slots for and can't short rest, but most games don't play out like that anymore.
Besides, a bonus action is not just basically free, MANY classes require that bonus action, and are sacrificing something anyways to be able to get that little bit of boost.
After reading some of these comments, I feel like throwing the homebrewed way I like to run potions out there:
This ruling makes the players have more options in combat and can take a good swig of a potion in between swinging a weapon or casting a spell if they so please. Additionally, requiring the player to finish the potion relatively quickly (before the end of the next turn/12ish seconds) if they want to gain the effects of a potion, which makes sense to me regarding the way potions work in fantasy.
That actually seems viable. Might give that option a try.