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.
This is only partially correct. From use an object:
From other activity on your turn:
However there is also a sidebar called interacting with objects around you that talks about things you can do while moving and/or using an action, which include drawing or sheathing a weapon. It's clear that the intent is you get to interact with one object for free while doing something, but the second interaction requires an action. The "Use an Object" action is for items that specifically say they require an action, usually magic items.
not all rules must be equal.
Cool, but why are they all attractions? Is the local deity of romance secretly mixing love potions in everything?
I had an idea that involved screwing with potions/drinks, except it's more like accidentally drinking/swallowing slime monster eggs (maybe make them look like the little balls in bubble tea) and depending on the flavour/type the victim ends up hurling a small slime monster with a specific element or special abilities. I figure it could be cultists of Juiblex pretending to sell the hottest new drink in town. (Slusho! from the Cloverfield movie comes to mind. I loved the AR ad campaign going around it.)
How is it spiteful? It's called game balance. Perhaps the damage is a tad high but all rules require play testing
Slight correction: magic item use is its own thing, not the Use an Object action. From the DMG's section on "Magic Items": https://www.dndbeyond.com/sources/dmg/treasure#ActivatinganItem
The damage wasn't even my point of concern, the extra effects were the thing that made me suspect he used to be the kid who pulled legs off of living spiders.
I use a slightly modified rule for action use potions. It takes an action but I make that action worthwhile. The potion will always heal at full effect. So a Common potion will always heal for 10 hp and so on as it goes up in rarity. Potions are also a lot more expensive in my games as well. Also depending on location they will probably not find potions in any simple general store. Making them travel to larger cities to stock up on things like that. My players love this rule and it really makes the healers in my game shine even more.
Bonus action drinking is how we've always done it, because action drinking cripples most classes from doing anything for a whole round.
Another, simpler way potion overuse can be limited is just by imposing a point of exhaustion for every potion after the third. First and second are freebies, but pop a third and your metabolism will struggle to keep up with the alchemical molecules flooding through your veins.
I like the idea of potion toxicity a lot, but I would try a more Witcher-esque approach to it, as these rules are a little too brutal for my tastes. Rather than simply drinking more than one potion, give each potion rarity a toxicity value and give players a tolerance to it based on their Constitution score (I would say 10 + CON modifier.) Potion toxicity would start at 3 for Common and increase by 1 per rarity, up to 7 for Legendary. Short rest could reduce toxicity level by 1d4-1, long rest could reset it. If exceeding the toxicity limit, then refer to the table.
This would require keeping track of yet another thing, but it adds more wiggle room than restricting people to 1 potion per long rest safely. The numbers can be easily adjusted as well.
What do you think the Artificer Alchemist's Elixirs rarity should be? or which CON DC should have if one would want to use toxicity rules for such elixirs.
Imagine drinking a potion and then dying because of the toxicity effect. I wager they are way, way too dangerous in the heat of battle. Might want to remove the damage altogether and give it a wild magic kind of effect, flavor stuff and only slightly disadvantageous.
I love screwing with magic items and their overuse. It makes sense that, as with science, some magics just don't harmonize well with others, or even within mundanity. Our homebrew games have a limited use for accessing potions as a bonus action. I basically allowed them to have 2-4 potions available to them on their belt depending on their character size. Those potions had to be listed on their character sheet at the time of use. If it was decidedly on their belt, then they could use it as a bonus action. If it's in their pack, it's a full action. Seemed to increase the overall game play experience and allowed me to hit harder with the baddies without too much complaint.
I thought of this as well; I dislike giving features to someone for "free" that someone else invested resources or made specific choices to obtain.
If I were to allow this variant rule, I would also allow the Thief to drink a potion as part of whatever they use their Cunning Action as modified by Fast Hands for (including drinking another potion if they so choose).
yeah was gonna comment on the actiual content but james, please, stop overusing the word "epic" i am beggong you please stop
In general I like the toxicity rule and it seems like something that would be a really cool way to explore over use of potions, I especially enjoy the expanded effects. But a Xd8 damage for it is too much even if it is behind a con save. But the expanded effects table gives some good ideas for effects that can show the dangers without necessarily doing too much damage up front.
yeah but why not just have the effects go of already existing tables?
how about it triggers an wild magic surge, or fires an wand of wonder, or forces you to roll on the potion mixing table in the dungeon masters guide? that sounds way easier
Limiting use is a good way of preventing abuse, and all suggestions here, including the OP, are valid and interesting. They will all probably work better or worse depending on the personality of the group playing, DM and players. Certainly, some players will react better with a more punishing approach to potion spaming, and will enjoy the higher risk-reward offered by that list, while others might prefer some of the suggestions in the comments.
I would also add a suggestion that introduces a benefit, instead of a punishment, which might be yet another alternative to a different kind of player group.
The rule of taking an Action to drink a potion remains, but now, whenever you drink potions or use simple items that require an action (at the DM's discretion), you gain a number of Initiative bonus on your next turn (which could be permanent for the rest of the fight, that would make sense), depending on the potion's rarity or effectiveness, the smaller or weaker the potion, the bigger the bonus (I'd say a +6 for the weaker potions).
This could add an interesting layer of strategy to the battles as players would trade an action for an emergency healing that is not too potent, but wouldn't feel like they completely wasted their turn as they probably won't have to wait as much to act again. I dislike the static character of initiative as it is, but it's not easy to come up with ways of altering it that don't have you keeping track of too much extra stuff and thus slowing the pace of battles ala 4e. I feel like by using a simple item as an action instead of aiming and attacking multiple times, or casting complex spells, the player should be able to act faster than usual.
That's a way to go. Seeing that table the wild magic one was the first to come to mind. Something like that would keep the interesting side of effects of going overboard with potions. Something similar to that would be nice. Or even going with that for mixing potions, you take a health potion one turn forgetting you just drank some giant's strength not long ago.
What about tacking on the number of allotted potions per day to an AS modifier? (likely being CON)
Personally I'd require any free potion action to be two turns long- free action to pull out potion and have on-hand (in hand?), another free action to uncork and drink