D&D 5E Question about potions

If you don't want to allow automatic identification of potions, you could allow a check using an Alchemist's kit. Or require an Identify spell to be used for each potion.
 

log in or register to remove this ad

I'm not saying D&D needs to be like the real world (what the hell are hit points?). I'm just saying common sense exists in D&D just as much as it does in our world. One of those calorie free sweeteners was made because someone thought it ok to taste chemicals. But in a world where poisons and evil mad scientists / wizards exist, it's not the smartest way to figure it out.

Also, are people just born knowing that a potion of flying tastes like bananas, or a potion of growth tastes like moldy socks? How would an adventurer know what the potion way? Even if it was just by a smaller effect of the potion, not every potion effect would be easy to discern.
 
Last edited:

Unless they are superior potions, I always tell my players what they are. Just makes it easier. kind of like potions in Skyrim are easily identifiable. I take that same approach just for ease of use for all parties involved. That's the only magical item I do that for.
 
Last edited:

I tell them exactly what the potion faintly smells or tastes like upon checking.

"It smells like strawberries (healing), or, you feel light headed and uplifted (flying), or, you feel like there is water in your lungs but thats okay (water breathing)."

And then they decide to drink it or not. Of course, if the potion is cursed or disguised I tell them...

"It smells like strawberries (healing), or, you feel light headed and uplifted (flying), or, you feel like there is water in your lungs but thats okay (water breathing)."
 

This is not the real world, it's the D&D world and there you can tell a potion's effect by tasting it, apparently. And this is also the best way to play, because having tons of unidentified items is not only less fun but also a lot of trouble for the DM because he needs to keep track of all those items and somehow need to communicate with the player what item is what.
PC: "I want to drink this potion I found earlier."
DM: "Uh, which one?"
PC: "The first unidentified potion in my inventory."
DM: "Where did you find it again?"
PC: "Not sure, I think it was in that cave."
DM: "Okay, let me read through that cave section quick and see if you could have found a potion there..."

Also potions of healing don't need to be identified because they are listed under adventuring gear and consequently don't count as magic items.

My group always makes a funny scene out of identifying potions because it's all like "You taste it!" "No, you!"
Two ways to speed this up. Sealed envelope with potion id in. OR. Jasper mark down potion 6 room 26 in Tomb of Despair on your pc sheet.
 


If he is a special location potion master you should make a few that are not in the DMG. You could also combine affects to make a super potion.

Potion of Health: You can spend one of your hit dice to gain the healing. Using this potion is a bonus action. You can make this a greater or super edition as well.

Potion of the Aerial Defenders: Combines the effects of a potion of flying and potion of heroism.
 

"At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does." - DMG Pg. 136

1) Drink potion
2) Rest
3) Die in sleep

"Guess that one was poison". Thanks DMG! :)
 

I drank beach once be accident. I called poison control they just laughed. Bleach tasted awful but is not terribly poisonous. Which gives me ideas.
 

So my group is currently inside a Wizard's house looting the place. The wizard is dead, but potions were his specialty so there are numerous potions to be found.

My question is, what is the best way for me to let the group find out what each potion does? Just roll checks for every one or make them take them into a town and pay a mage to find out what they are?

By default, you can taste test a potion and figure it out.

If you want to add a little mystery, just give a vague description of how the potion makes you feel after tiny sip. For most it should be enough of a clue to figure out what it is, but strange ones can be harder to figure out.
 

Remove ads

Top