Potions and Alchemy (5e Variant Rule)

This page will describe a variation on the base rules to overhaul the potion and alchemy system of the system that frankly dosent work. This will be roughly based on the Witcher series

the main changes this rule variation is to make the potion recipes easier to keep track of, descriptions of each of the ingredients and also a new system to make it easier to keep track and use your potions

Toxicity

The main change this variant will bring is the fact each potion has a toxicity value which gets added to your character when they drink them. too much toxicity will cause them to feel ill, fall unconscious or even die in some cases.

Each character has a max toxicity that they can handle, this is determined by their constitution score and posibly some items. to calculate your toxicity threshold. your constitution modifier X 10 and added to 100


E.G. con modifier +3 30 + 100 = max toxicity of 130


if the toxicity gets to the characters max they pass out and dont wake up again until the toxins get below half the max (E.G. 65) and if the toxicity gos half above there max (E.G. 195) they enter a critical state which acts the same as the death save rule.

over time the characters toxicity will decrese naturally or even with the assist of other potions. toxicity will only decrese when there are no potions in effect.

the way to work out the rate of this decrese is

your constitution modifire + a base of 10


E.G +3 + 10 = 13


every 5 minutes the characters toxicity will decrese by this value

Administering

Potions can be drank at any point and uses an action or a bonus action the drink or administer one. Potions can also be administered to unconscious characters but this requires a full turn administer it as it'll be more difficult to have them drink it.

The is no limit to the amount of potions that can be drunk and there are no ill effects for mixing them, the only thing to keep in mind is the toxicity.

Recipes

Tier 1 potions

PotionEffectDurationToxicityIngredientsPreparationTasteBuying priceSelling price
SwollowHeals 1d4 + 2 each turn3 turns201 × Dwarven spirit 5 × Celandine 1 × Drowner brainIngredients ground together and lightly boiledVery strong grassy taste with a slightly rancid tasteExampleExample
CatGrants 60ft darkvision but gives a sensitivity to bright light3 Hour151 × Dwarven spirit 4 × Berbercane fruit 2 × Water essenceFinely chop the fruit and grind it into the spirit, then mix in the water essenceVery fruity taste with a hint of liquor, bit like schnappsExampleExample
ThunderboltAdd a d6 to your melee damage rolls1 Hour251 × Dwarven spirit 2 × Cortinarius 1 × Insectoid embryoFinely chop the cortianris and embryo and boil in the spiritA strong earthy taste with a slight sour tasteExampleExample
White HoneyClears all toxicity and potion effectsInstantN/A1 × Dwarven spirit 1 × HoneysuckleIngredients lightly boiled togetherSlightly sweat and floral but overpowered by the taste of strong liquorExampleExample

Back to Main Page 5e Homebrew Rules

gollark: Primarily that they may be somewhat evil, I don't know them that well, and I don't like their conflict resolution mechanism.
gollark: I would keep everything mostly the same, I think most of us would.
gollark: no, lyric bad?
gollark: No, palaiologos, not gibson.
gollark: They're okay, although I have some concerns with them and will thus be running against them.
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