D&D 5E Potions: Rules Clerification needed.


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I was addressing the point about making them as common magic items in Adventurer's League. Under those rules, even after halving for being a consumable they'd take 50 gp to make, albeit in less time.

Good, Fast, Cheap. Pick two.

The DMG rules really are just a continuation of the notion that a PC is going to make an item he can use rather than sell, so crafting is just "spend to gold to buy it, slowly over time". Making items to sell breaks the economy. (So does spellcasting services for gold). Its one of those areas you hand wave away.

Anyway, its moot since the magic item creation rules aren't allow in AL anyway, even for potions of healing.

Actually in AL you could only sell them for 25gp as you sell everything at half listed PHB price

Case. In. Point.
 

Thanks for the link, that solved the problem. And selling the items was never the problem, but now, the 10 day price tag is an issue. Oh well. Just means I'll need to wait until later to make them, but I'm going to really need them to keep the party going. We've got a rogue that could use their cunning Action to play field medic.
 


The description of the Herbalist Kit does not say it lets you make healing potions, on that proficiency with the kit is part of making a healing potion. You still have to learn the formula and go through the normal magic item creation process.
 

I'm playing in Adventurer's League and need some help resolving a problem. I grabbed Hermit Background, as did another player in the party, so we've both got Herbalist's Kits. So yeah, cool, potions! Nope. According to the rules, it's less costly in time and money to just buy potions. Is this an oversight or the rules just screwing us over? Potions are Common Magic Items, meaning they'd take 4 days and 100 gp to produce, but they cost 50 gp to buy at a town.

The values in the DMG are suggested prices for magic items, not final prices. They're intended as a guide for DMs. When a magic item is given a cost elsewhere, that's its final price.

Potions of Healing are 50 gold pieces according to the PHB. The Adventurers League rules do not normally allow the crafting of magic items, but Potions of Healing are an exception, requiring 25 GP and 10 downtime days. (FAQ entry)

Cheers!
 

You may make Potions of Healing in the AL; they are an exception to the rule.

Cheers!

Yes, but they use the normal item crafting rule (1/2 cost in raw materials, 5gp per day) rather than the magic item creation rules (3rd level spellcaster, formula, full cost in raw materials, 25gp per day).
 

The values in the DMG are suggested prices for magic items, not final prices. They're intended as a guide for DMs. When a magic item is given a cost elsewhere, that's its final price.

which actually aligns with the Common magic item price, when you include the 1/2 value for consumables. (DMG 135).

The description of the Herbalist Kit does not say it lets you make healing potions, on that proficiency with the kit is part of making a healing potion. You still have to learn the formula and go through the normal magic item creation process.

Not according to AL; you can use the Herbalism kit to craft a Potion of Healing (as well as an antitoxin) using the mundane craft rules.

In home games, you can use either mundane crafting or magical crafting (if allowed).
 

Ladies and gentlemen, this issue has been resolved. There is no need for a debate. I thank you for the help, and request that if you wish to start a debate about something, please do so in either another thread of your own creation, or in private messaging. There is no need to clutter up this thread. According to Adventurer's League, crafting a potion of healing requires 10 downtime days and 25 gold pieces as well as access to an Herbalist's Kit and proficiency in it.
 

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