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.
Thank you for this article. Might use some of these ideas in my campaign.
Honestly, I'd balance quick-drinking by giving the players a choice when consuming. You either take an action and drink the entire bottle, gaining the full effects of the potion, or you take a quick sip as a bonus action, but then you only gain half or part of the effects. When you sip it, since you basically very quickly move the flask around, you waste half of the contents of the potion, and you end up with half a potion. That half-full flask you can consume again later for more partial benefits, or can use in alchemy for a cheaper refill or combine with another half potion.
I think this is an interesting alternative to restore balance if you are using the CR quick-quaff or similar home brew rules for healing potions. The other Mercerism is anything the player-characters do their NPC adversaries can do as well. Flanking rules are another example from CR.
I think this may be improved by tying it to the play-tier level, the ill effects table and damage and consequences, scaling with the tiers of play.
Tier 1 - Levels 1-4 d4 for damage dice
Tier 2 - Levels 5-10 d6 for damage dice
Tier 3 - Levels 11-16 d8 for damage dice
Tier 4 - Levels 17-20 d12 for damage dice
It may be that the table at the higher tiers may even contain possible boons upon quaffing additional healing potions. If you're willing to roll the dice. I imagine adventurers would build up tolerances after more exposure to magic and being in the proximity of its fortunes.
The magical consequences should be challenging and fun and possibly cool. The goal should be to restore balance add to the stakes and enhance the fun. If you're not having fun then you are doing it wrong.
So if a level 1 sorcerer with no Con modifier drank two potions there would be a high probability that they could just outright die.
This seems like a rule to kill the fun at a table. Even if it makes sense lore wise, it's definitely not conducive to having a good time with friends if your character can die from trying to heal themself
The Expanded Toxicity table reads like the writing of a very creative, but REALLY spiteful horror-loving DM.
Good Bot
This certainly looks interesting.
Though the possible negative effects are quite brutal, I like the idea behind the potion toxicity effect.
For a “nicer” GM, I’d probably defang it a bit: change reset to, on a short Rest rather than on a long rest, and the 1 + 2d8 per rarity level, to 1d6 per rarity level.
@JamieMcGuire47 Thanks, I was not aware of that. In that case, I'm probably going to start making use of this house rule more often then!
Not bad, but this is one area where I wish the design from 4e was preserved. I thought the use of healing surges, and a potion simply allowing you to trigger one of your HD was a sound design.
Much as I love this, your table is cut in half on my phone
I really like the idea of potion toxicity. Reminds me of potions in the Witcher series. I will definitely see if my players would be interested in this, though I would likely reduce some of the severity of the penalties. I counterbalance abuse of quick quaffing by having enemies use potions frequently to counter.
I use a variant of the quick-drinking rule already. The potion toxicity rule looks like an interesting addition.
I like the idea of potion toxicity, but the effects on that table are gross... I would rather do some more funny magical interactions like randomly polymorphing or having your weight increase or shifting halfway into the Ethereal Plane. Maybe something on the Wild Magic table instead.
Love the idea, but not the execution. If I introduced this to my game I'd want it to be a fun addition that came up often enough to keep track of the extra rules. That means, among other things, that the toxicity effects should be interesting but not so punishing that the proper response is to just avoid them altogether - which just makes it a table that exists to prevent players from being foolish enough to roll on it. One approach is to make the toxicity effects so varied that some are quite beneficial while others are punishing. I'd prefer if they were more of the "usually inconvenient, risky in a dangerous situation, but not inherently deadly" variety. A few example thoughts:
The main potion exploit that I've encountered is high-level characters with a bag of holding and 100+ potions of healing. Out of combat, that essentially obviates the need to use hit dice or even to short rest for HP recovery since you can drink a bunch of potions while you walk. My solution to that is to have potions of healing (any rarity) burn a hit die to be effective. Allowing this as a bonus action seems reasonable and would give a more tempting set of choices to characters in combat. I'll use it! On the other hand, potion toxicity would only be fun if your group enjoyed the push-your-luck aspect and didn't mind the extra complexity, so I think I'll stick with burning a hit die for my games.
I wouldn't make this an across the board rule for all potions. However, especially inexpensive or very powerful potions are something I would consider.
You have me cracking up. I may do this but for the appropriate potion.
Potion of Strength = attraction to strong people
Potion of Intellect = attraction to smart people
Potion of Evasion = attraction to nimble people...and so on. You get the picture.
I really want to see this would you please share it with us (or at least me) I want to see what it looks like.
The potion toxicity doesn't make sense as they are magic, so if you go with that rule healing spells will also be toxic eventually so your clerics cure will eventually turn into inflict wounds. Also what about sorcerers, there very blood is magic! Even in the witcher its ONLY witcher potions are toxic, potions the herbalists and mages to make are fine for every day people to drink, witcher potions are made to work with there mutated bodies and are made with great deals of alcohol and poisonous like BLOOD FROM A ZOMBIE.
I hope you don’t mind if I steal this idea for my own games.