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Potions
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.
- While all potions can be thrown using the
Action only some are able to inflict the potions effect on multiple creatures, other potions simply have no effect if used in such a manner. Unlike Coatings, the effects of Potions do not lose any effectiveness when thrown.
- While most potions grant beneficial effects, there are some specific potions that inflict negative status effects and as such are more useful when used as Grenades rather than consumed such as
Potion of Sleep.
Healing Potions
Name | Ingredient | Value | Throwable | Effect |
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10 | Yes | Restores 2d4+2![]() |
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16 | Yes | Restores 4d4+4![]() |
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25 | Yes | Restores 8d4+8![]() |
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45 | Yes | Restores 10d4+20![]() |
Regular Potions
Name | Ingredient | Value | Throwable | Effect |
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13 | Yes | Neutralizes all poisons. |
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Not Craftable | 10 | Yes | Turns a creature back to its organic form. |
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13 | No | Grants for ![]() |
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13 | Yes | Grants for ![]() |
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Not Craftable | 60 | No | Grants for ![]() |
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13 | Yes | Grants for ![]() |
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13 | No | Grants for ![]() |
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Not Craftable | 25 | Yes | Inflicts for ![]() |
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Not Craftable | 10 | Yes | Cures any Poison or Disease. |
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20 | Yes | Grants for ![]() |
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25 | Yes | Cures , , , and conditions. |
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90 | No | Fall asleep for ![]() |
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30 | Yes | Grants for ![]() |
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65 | Yes | Grants for ![]() |
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200 | No | Fall asleep for ![]() |
Hag's Potions
These potions can be found in at the end of the Overgrown Tunnel in the Acrid Workshop, as early as Act 1. Unlike other potions most of these do not have positive effects and none of them can be thrown at enemies. As such they mostly exist as background flavour for a certain character and their actions.
Aside from the effects listed in their in-game descriptions, these all have unlisted negative/positive effects, see individual wiki pages for details.
Name | Duration | Effect |
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Wisdom is indefinitely reduced by 1. |
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Gains until next Long Rest. |
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Takes 3d6![]() |
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Cannot move. Has ![]() ![]() |
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Takes 1d6![]() |
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Strength is increased by 2 until the next Long Rest. Strength is decreased indefinitely by 1 after that Long Rest. |
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Gain Resistance to ![]() |
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Hostile to all other creatures for the condition's duration. |
Drugs
Consumables that inflict negative status effects upon the user and cannot be thrown. Their function seems to imitate that of drug-like substances for roleplay purposes, as it is also implied by their game files naming these items "Drugs".
Name | Duration | Effect |
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Inflicts , equivalent to the condition. |
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Inflicts , equivalent to the condition. |
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Inflicts , equivalent to the condition. |
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Inflicts , equivalent to the condition |
Unique Potions
These potions are one-of-a-kind and have powerful effects.
Name | Duration | Effect |
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Allows casting , once per Long Rest. |
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Grants ![]() |
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- | Neutralize all poisons, blindness, petrification, and diseases. |
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Neutralizes all poisons. |
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Casts on the user. |
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Permanently increase your Strength by 2. |
Legacy potions
Potions that were once available in the previous versions of the game or are able to be spawned using 3rd party tools.
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. For this page, the specific category is used. For a full list of liquid consumables, see the Alchemy page.