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Potions
This page is about consumable items listed as Potions on the Alchemy tab. For a full list of liquid consumables, see Alchemy.
Potions are Consumables that can restore Hit Points, cure Conditions, or to grant a variety of other Effects when consumed. These effects can range from gaining extra actions in combat, speaking to animals, or even gaining the benefit of Long Rest without resting.
Potions can be looted, bought from vendors, or crafted with the Alchemy system.
How Potions Work
- Potions can be consumed using a Bonus action to grant an effect to a single creature.
- Many potions can also be thrown using the Throw Action to grant - or inflict - the same effect on multiple creatures, typically in a 1m / 3ft radius.
List of Healing Potions
Name | Rarity | Value | Throwable | Effect |
---|---|---|---|---|
Potion of Healing | Common | 10 | Yes | Restores 2d4+2hit points and removes the condition. |
Potion of Greater Healing | Common | 16 | Yes | Restores 4d4+4hit points and removes the condition. |
Potion of Superior Healing | Common | 25 | Yes | Restores 8d4+8hit points and removes the condition. |
Potion of Supreme Healing | Common | 45 | Yes | Restores 10d4+20hit points and removes the condition. |
List of Potions
Common
- Antidote
- Basilisk Oil
- Duergar Antidote
- Potion of Animal Speaking
- Potion of Feather Fall
- Potion of Glorious Vaulting
- Potion of Gaseous Form
- Potion of Mind Reading
- Potion of Sleep
- Potion of Vitality
Uncommon
Rare
Very Rare
Unique Potions
These potions are one-of-a-kind and have powerful effects.
Terminology Note
The term Potion is used in-game as a general category of liquid consumables that contains Potions, Coatings, and Elixirs, highlighted on tooltips. It is also used specifically as a category for crafting with Alchemy. Here, the specific category is used. For a full list of liquid consumables, see the Alchemy page.