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Level Up (A5E) Medicinal Limitations

Legendweaver

Explorer
Are there any mechanical limitations that I've missed that'd prevent every player from downing all six save-boosting medicinals ahead of every major or planned fight? I can't imagine the paltry cost of 5 gp each (or 30 GP to get a +2.5 on all six saves for an hour) being any sort of impediment on its own...that's about half the cost of a basic healing potion. This seems like it undercuts a lot of class abilities...
 

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Oh, and check out unstable arcanum! For example, 12000 gp will let anyone (caster or no) deal 200d10 force damage in a single action. This stuff has no weight, so presumably increases without limit - and it's in the regular (non-magical) equipment section! ...just don't get hit with a spell! =D

Black powder's probably a better option than the (nerfed) fireball, too...anyone can deal 3d6 fire + 3d6 force in a 30 ft. sphere for just 140 gp. But it's got nothing on unstable arcanum!
 

Are there any mechanical limitations that I've missed that'd prevent every player from downing all six save-boosting medicinals ahead of every major or planned fight? I can't imagine the paltry cost of 5 gp each (or 30 GP to get a +2.5 on all six saves for an hour) being any sort of impediment on its own...that's about half the cost of a basic healing potion. This seems like it undercuts a lot of class abilities...
So the closest comparison is probably a ring of protection. You get +1 to all saves and +1 to AC for 1k, or about ~34 hours of the save boosters.
 


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