Epic adventures are more than just ensuring the heroes win against unthinkable odds. No, epic adventures raise the stakes to astronomical levels, setting the heroes up for either godlike victory or devastating defeat. No matter what happens in an epic adventure, it’s going to become a story that can be told for years and years to come. Epic House Rules are optional variant rules that you can use in your D&D game to raise the stakes in every situation, making successes grander and failures more disastrous.
In fifth edition D&D, when you want to drink a potion (or apply it to someone else), you have to use your action to do so. When embroiled in combat, that action-to-drink requirement usually means that drinking a potion is the only meaningful thing you can do that turn. If movement is important in the current encounter, you could keep moving; or if you’re a spellcaster, you might have a spell you can cast as a bonus action. Nine times out of ten, however, drinking a potion tends to feel like you’ve wasted your turn, unless the effect is immediate and proactive, like the effects of a potion of invisibility.
This is especially true for potions of healing, unless the amount of hit points the potion heals is incredibly high for your level. It feels great when your 5th-level fighter pops from 2 hit points to full health after healing 45 hit points from a potion of supreme healing. Outside of that sort of situation, though, most characters are better off spending their action fighting, casting spells, or interacting with the environment in some way rather than healing a few hit points.
Here’s one variant rule that many D&D groups already use, just through intuition. Critical Role even used a similar rule in their first campaign.
Variant: Quick Potion Drinking
You can use a bonus action, instead of an action, to drink a potion you’re holding.
This variant rule is very simple. Instead of having to use an action to drink a potion, now you can use a bonus action. As usual, you do have to be holding the potion in order to drink it. D&D’s rules for interacting with objects in combat are minutiae, certainly, but they’re also simple. In short, the first time you interact with an object on your turn, such as drawing an item from your pack or sheathing a sword, it doesn’t cost an action. Doing so is so quick and simple, it’s not a significant expenditure of either time or effort. The second time you do so, however, the time and effort taken to draw items has started to pile up. You must use your action in order to interact with a second object on your turn.
If you use the Quick Potion Drinking variant rule, be warned that it will make your characters significantly more powerful and harder to kill, especially if they have a lot of potions to use. If your characters regularly face foes that use potions too, then this variant rule balances itself out perfectly well. If you rarely give potions to your party’s enemies, however, this rule could wildly tilt combat encounters in your players’ favor. Here’s an additional variant rule that will help keep your players from abusing potions: Potion Toxicity. I wouldn't recommend using this variant rule without also using the Quick Drinking variant rule above—unless you're using a different house rule that makes potions easier to use.
Variant: Potion Toxicity
Magical potions have powerful beneficial effects, but most beings weren’t built to handle the raw power of so much magic running through their veins. Drinking a single potion has no immediate side effects, but if you drink more before your body has the chance to clean the potion’s potent magic from your system, it could have serious consequences.
If you consume more than one potion before finishing a long rest, you must make a Constitution saving throw after drinking it. The DC of the saving throw is equal to strength of the potion you drank. If you drink three or more potions before completing a long rest, you have disadvantage on this saving throw.
Potion Rarity |
Potion Toxicity DC |
Common |
9 |
Uncommon |
11 |
Rare |
13 |
Very Rare |
15 |
Legendary |
17 |
On a success, your body is able to withstand the residual magic from multiple potions mingling in your body. On a failure, the magic overpowers you. You feel queasy and vomit. You take acid damage equal to 1 + 2d8 per level of rarity above common of the potion you drank. For example, a rare potion deals 4d8 + 1 acid damage.
Alternatively, you could roll on the Expanded Toxicity Effects table, below.
Expanded Toxicity Effects
1d10 |
Effect |
1 |
Your stomach twists and turns, visibly wriggling inside you. You become poisoned, and take 1d6 acid damage per level of rarity above common of the potion you drank at the end of every hour. |
2 |
Your veins begin to glow an unusual color, and your blood feels like it’s burning. You take necrotic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also take this damage whenever you’re effected by a spell that deals damage. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. |
3 |
Your eyes secrete a thick, cloudy fluid veined with neon color. You become blinded. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. |
4 |
Your ears fill with a colorful, gummy substance. You become deafened. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. |
5 |
Your saliva turns into a thick, glue-like ichor, sealing your mouth shut. You can’t speak, and can’t cast spells that require verbal components. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Lesser restoration also ends this effect. |
6 |
Your legs lose all feeling, and solidify into a chalky, brittle substance. At the end of every hour you travel at a normal or fast pace overland, or at the end of every turn in which you move 30 feet or more, you take necrotic damage equal to 1 + 1d6 per rarity above common of the potion you drank. You can repeat the saving throw at the end of every hour, ending the effect on yourself on a success. Greater restoration also ends this effect. |
7 |
Your skin becomes translucent, and feels as thin as an insect’s wing. You take necrotic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also take this damage whenever you take damage from a weapon attack. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Greater restoration also ends this effect. |
8 |
Your thinking slows, and you feel a strange liquid sloshing around within your skull. You take psychic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also have disadvantage on Wisdom, Intelligence, and Charisma saving throws. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Greater restoration also ends this effect. |
9 |
Your limbs feel like jelly, and your flesh becomes slick and wobbles when touched. You take necrotic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also have disadvantage on Strength, Dexterity, and Constitution saving throws. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Greater restoration also ends this effect. |
10 |
Your entire body convulses, and then locks up. You become paralyzed until the start of your next turn. Then, you hiccough, and a tiny frog hops out of your throat. |
How would you modify this house rule for use at your table? What other effects would you add to your own Potion Toxicity table? Let us know in the comments!
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist, Baldur's Gate: Descent into Avernus, and the Critical Role Tal'Dorei Campaign Setting, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his fiancée Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
Hmm... It feels like the toxicity rules are way more punishing than the quick drinking rule is beneficial. It seems easier to prevent excessive potion abuse by just not handing out potions willy-nilly than to add a house-rule making drinking them more punishing. That said, if you do want to discourage potion-drinking and not just counter one overly lenient house-rule with another overly-punishing one, this might be an interesting way to go.
The "Your stomach twists and turns, visibly wriggling inside you" effect has no number next to it. There are 11 options listed here.
*It's been fixed.
Yeah, 2d8 per rarity seems excessive. I think 1d8 would suffice, especially since the most common types of potion (even among various rarity tiers) are healing potions that only add d4s. Drinking a healing potion for 4d4+4 (average of 12?) only to immediately take 4d8+1 (average of 20?) damage would be an instant "never drinking potions again" moment. Not only did you waste a bonus action and 300g worth of consumable magic items, but you're likely worse off than you were before drinking it.
Were I to use this particular method, I'd lower all of the DCs by 2, any healing would be instead negated by the injury (as a player I'd prefer this over the chance of taking more damage than healing), and tack on the sickened condition. I would say that using the Witcher 3's style of toxicity would be better -- where you are able to drink X potions without adverse effects, but then you have to weight the benefits and detriments -- except that potions aren't quite so prolific so it's incredibly unlikely to come up.
My quick hack for potions of healing being frequently underwhelming was to simply make them always heal for their maximum roll amount. This makes them feel like a more decent option while not removing the tactical decision of sacrificing your action to heal.
RAW (I think) states that drawing a weapon or a spellcasting focus (or what have you) is considered part of the attack action or whatever it is you're doing. Stowing the weapon or spellcasting focus or whatnot takes an actual Action to do, though dropping it on the ground is a free action. Picking up the item again probably requires an action.
Same goes for potions, right? If it's your turn and you drink a potion, then fetching the potion is considered part of the action. You don't have to be holding it.
Umm.
As a DM, I think I'll just hand-waive it and call it a day.
The DMG already has pretty good rules on potion miscibility, though I guess those don't cover shot-gunning healing potions.
I can't stand the lame cinematic visual of chugging a potion in the middle of the action. It looks so lame in my head. I have some homebrewed signets of healing that heal less but heal you for 2 turns and activate with a bonus action as they are worn on your clothing or armor.
I have also ruled that potions heal max value out of combat. My players like it and are hesitant to "waste" a potion in combat and opt for the signets.
The expanded toxicity effects table doesn't scale down properly for mobile it doesn't look like! Just a heads up!
Love these rules for potion use, in the campaign I'm in without a healer in the group this may work well!
You can address potions through gear. Put in a Belt of Potion Holding. To use it, the player has to spend a bonus action to prep the potion. On their next turn, then they have to expend another bonus action to imbibe the potion. Any potions in the belt can only be used this way ONCE during an encounter and can't be used via an action. It forces the player to plan ahead on what potions are in the belt and to use them in advance. They also have to have other potions outside of the belt to use as an action.
Potion toxicity seems like a good start to a package of houserules that address the super weird and janky place of potions in 5e, in which they're vastly rarer than they should be (thus encouraging players to hoard them without ever using them as they become a precious resource rather than a consumable commodity) whilst also being oddly weak. Healing potions especially tend to suck donkey nuts, are enormously expensive for it, and only ever seem to do what they're supposed to when you're using one to emergency-revive an ally.
Toxicity making it increasingly difficult to chaingang a ton of potions back-to-back could, ironically, be a means of allowing characters to gain much less restrictive access to potions, allowing them to stockpile a variety of useful and interesting buffs nobody ever uses because potions are so rare and often crushingly expensive to boot. The "Balance Nightmare" of players having steady access to consumables that they actually consume would be counterweighted by the fact that a player has to be pretty picky with which specific potion they want to use, knowing that any potion beyond the first has a chance to be debilitating. I may poke at this in the future.
Quick Quaffing is becoming so universal I almost feel like it's less of a houserule and more of a variant rule at this point. Huzzah Mercerisms. I do like a few of the alternative options folks have suggested in the previous comments, though. May have to investigate a few of those.
The last combat encounter I ran, I used the houserule that healing potions restore their full value rather than rolling to see what numbers come up (by my experience, it's always a 1 every time). It had exactly the impact I wanted when the sorcerer went down after taking a crit that rolled full damage and the rogue dashed to bring them back into the fight.
Reminds me of a comedy short I saw about a wizards' duel where two wizards kept popping potions. To cut it short, the ending was just brightly colored rainbow vomit everywhere. Every. Where.
cool beans. just don't have too much
Oh, I have an effect for the table: You become uncontrollably aroused. You may repeat the saving throw once every hour. If this condition persists for more than four hours, consult a cleric immediately.
I always thought those old Viagra commercials were funny.
Yeah, I really like the idea behind the potion miscibility table, but by RAW I think that only covers mixing the potions, or drinking them quickly together. It doesn't cover long term issues like this article is discussing. That being said, it wouldn't be hard to simply say that potions linger after their effects wear off, and have them roll on the table anyways (with or without the CON save first).
To be completely honest, I actually find the miscibility table itself a little boring. Nearly 3/4 of the results don't really do much. I was working on an encounter that dealt with that table recently, and decided that I want to re-do the tale first. Add a little bit more chaos and weird results to it. More akin to a wild magic surge.
Potion toxicity is a really interesting idea and adds a bit more depth to the usual house ruling of being able to do your regular action and drink a potion as a bonus action without any consequence.
The key issue when you combine the two variants is that it punishes players who use their action and those who use their bonus action in the same way. If you're giving up your attack, or chance to cast a spell, you shouldn't really be punished for this. I also think the damage is a little high, so I think a drop-down to d6 is reasonable as it keeps the risk element and reduces damage (a reasonable 1 point per die on average). Here's a draft idea:
Variant: Quick Potion Drinking
You can use a bonus action, instead of an action, to drink a potion you’re holding. However, in quaffing the potion so quickly, you risk overloading your body with magical substances. You must make a Constitution saving throw, the DC of which increases with each level of potion rarity.
Potion Rarity
Potion Toxicity DC
Common
9
Uncommon
11
Rare
13
Very Rare
15
Legendary
17
On a success, your body is able to withstand the torrent of magical energy being poured into your mortal body. On a failure, the magic overpowers you. You feel queasy and vomit. You take acid damage equal to 1 + 2d6 per level of rarity above common of the potion you drank. For example, a rare potion deals 4d6 + 1 acid damage
The only reason I wouldn't use the Quick Potion Drinking rule is if there was a Rogue with the Thief archetype in the party, since it kinda short changes their Fast Hands class feature (the "take the Use an Object action" part).
@nathanES RAW, you cannot do this. If a magic item (magic is the keyword here, as it divides regular item interaction from magic item interaction) specifically requires the use of an action to activate its ability, the Use an Object action does not apply to it (including fast hands).
The DMG pg.139 discuses potions:
The DMG p. 141 discusses activating magic items:
JamieMcGuire47 is correct. That being said, I believe it is a common house rule to allow Rogue with Fast Hands to drink potions as a bonus action with Fast Hands. It's basically the variant Quick potion drinking suggested here, but for rogues with Fast Hands only. A DM could limit it to healing potions, since potions are "bottled spells", and some reproduced spells are potent enough to warrant the "full" action.
Came here to point this out. Here's the DMG link for those curious about it: https://www.dndbeyond.com/sources/dmg/treasure#PotionMiscibility
But I also like the basic variant suggested here (acid damage equal to 1 + 2d8 per level of rarity above common of the potion you drank).