Potions Galore!
More options for Healing and Mana Potions, inspired by other games and other types of fantasy brews.
Based on the Healing Potions introduced in pg. 37 of the Core Rules and Mana Potions introduced in pg. 2 of Mana Constructs.
Also monsters inspired by Potions: Potion Hermit Crabs, Animated Potions, Potion Mimics, etc.
On hit: recover 1 HP.
The nullified damage modifers for attacks landed against Drinkulus are added to a pool of points that can be spent at the beginning of the round, 1/Round.
Summon 1d4 adjacent (s).
Create Range 4 Difficult Terrain centered on Drinkulus, Disadvantage for attacks made in this area. Doesn't affect Potion Crabs.
Consume up to 6 (s) within Reach 2, recover 5 HP per Minion consumed.
- •Big Meaty Claws.
Move 1, then 2d4 (Reach 2). Each d4 may attack target a different creature in Reach. Grappled on crit.
- •Pot Shot.
Range 8, a creature is Potionlaid.
- •(BLOODIED) Whirligig.
Climb 2, then 1d12 (Reach 4). Small/Tiny creatures are pushed 4 spaces, Medium 2, Large 1.
- •(LAST STAND) Crack Open a Cold One.
Command all Minions to Climb 6 then explode 1d12 (Range 1).
At 55 HP, Drinkulus' shell breaks off. Medium Armor is lost. DEX- Save » DEX++ Save. Any excess Potion Bottle Shell points become HP and no more can be gained.
Big Meaty Claws goes from Move 1 » Climb 8 and 2d4 » 2d6. Pot Shot gains Climb 8 and can target 2 creatures.
Drinkulus is dying! 37 more damage and he dies.
Potionlaid creates 2 (s). Healing in the Blood recovers 2 HP.
On hit: recover 1 HP.
- Dig In.
1d4 (Reach 1). On hit: Dug In.
ACTION. Drink or administer to recover 1d4+2 HP.
Inspired by Terraria's Lesser Healing Potion, meant to go along with the (Normal/Greater/Supreme) Healing Potions introduced in pg. 37 of the Core Rules.
ACTION. Drink or administer to recover 1d4+1 mana.
Inspired by Terraria's Lesser Mana Potion, meant to go along with the (Normal/Greater/Supreme) Mana Potions introduced in pg. 2 of Mana Constructs.
Lesser Healing Elixir. (2 ACTIONS) Drink or administer to recover 6+(STRx2) HP.
Healing Elixir. (2 ACTIONS) Drink or administer to recover 12+(STRx2) HP.
Greater Healing Elixir. (2 ACTIONS) Drink or administer to recover 25+(STRx3) HP.
Supreme Healing Elixir. (2 ACTIONS) Drink or administer to recover 50+(STRx4) HP.
Highly concentrated Healing Potions that take longer to brew and are thus more expensive. Their strong taste makes them hard to choke down.
Lesser Mana Elixir. (2 ACTIONS) Drink or administer to recover 5+KEY mana.
Mana Elixir. (2 ACTIONS) Drink or administer to recover 10+KEY mana.
Greater Mana Elixir. (2 ACTIONS) Drink or administer to recover 15+KEY mana.
Supreme Mana Elixir. (2 ACTIONS) Drink or administer to recover 20+KEY mana.
Highly concentrated arcane brews capable of reinvigorating any magic wielding-individual. Reeked an with intense and pungent sour taste.
Lesser Healing Infusion (3 Uses). (ACTION, 1/Round) Drink or administer to recover 1d6 HP. +1 Disadvantage.
Healing Infusion (4 Uses). (ACTION, 1/Round) Drink or administer to recover 2d6+2 HP. +1 Disadvantage.
Greater Healing Infusion (5 Uses). (ACTION, 1/Round) Drink or administer to recover 3d6+3 HP. +1 Disadvantage.
Supreme Healing Infusion (6 Uses). (ACTION, 1/Round) Drink or administer to recover 4d6+4 HP. +1 Disadvantage.
Plant-based Healing Potions using far more herbs and arboreal extracts than anything else, this naturalistic and diluted formula allows them to safely be used repeatedly.
Lesser Healing Powder. (ACTION, Reach: 5.) Recover 1d4 HP.
Healing Powder. (ACTION, Reach: 5.) Recover 2d4 HP.
Greater Healing Powder. (ACTION, Reach: 5.) Recover 3d6 HP.
Supreme Healing Powder. (ACTION, Reach: 5.) Recover 4d8 HP.
Healing Potions rendered in a powdered form, can be spread in the air for widespread rejuvenation. Affects enemies just as much as it does allies, so be mindful!
Lesser Healing Lotion (2 Uses). Administer during a Field Rest to recover 2x HP.
Healing Lotion (2 Uses). Administer during a Field Rest to recover 2x HP. Extra HP recovered is given as Temp HP.
Greater Healing Lotion (5 Uses). Administer during a Field Rest to recover 2x HP. Extra HP recovered is given as Temp HP.
Supreme Healing Lotion (8 Uses). Administer during a Field Rest to recover 2x HP. Extra HP recovered is given as Temp HP.
Lotions applied to someone to assist in recovery after combat. They're often scented, and occasionally used casually by the wealthy. A creature may benefit from only 1 Lotion or Salve per Field Rest or Safe Rest.
Lesser Healing Tincture (3 Uses). (ACTION, 1/Round) Drink or administer to recover 3 x STR HP. +1 Disadvantage.
Healing Tincture (4 Uses). (ACTION, 1/Round) Drink or administer to recover 6 x STR HP. +1 Disadvantage.
Greater Healing Tincture (5 Uses). (ACTION, 1/Round) Drink or administer to recover 8 x STR HP. +1 Disadvantage.
Supreme Healing Tincture (6 Uses). (ACTION, 1/Round) Drink or administer to recover 10 x STR HP. +1 Disadvantage.
Tinctures are even-more-potent Infusions mixed with some kind of alcoholic drink. The instances of Disadvantage from Tinctures can only be removed by resting; -1 with Catch Breath, -2 with Make Camp & Safe Rest. Max of STR instances of Disadvantage from Tinctures, consuming additional Tinctures gives 1 wound.
Lesser Healing Tonic. (ACTION) Pour or administer to recover 4 HP at the end of your turn for 3 rounds.
Healing Tonic. (ACTION) Pour or administer to recover 8 HP at the end of your turn for 3 rounds.
Greater Healing Tonic. (ACTION) Pour or administer to recover 12 HP at the end of your turn for 4 rounds.
Supreme Healing Tonic. (ACTION) Pour or administer to recover 16 HP at the end of your turn for 4 rounds.
Healing Potion solutions made to be poured over a creature. This method of administering Potions allows them to have an extended duration of effect, and to be thrown up to Range 6, dealing 1d4 damage to any creature it hits. Every additional Tonic active at once beyond the 1st gives +1 Disadvantage.
Lesser Healing Salve (2 Uses). Administer during a Field or Safe Rest to recover 1 wound. Disadvantage on next initiative.
Healing Salve (4 Uses). Administer during a Field or Safe Rest to recover 1 wound. Disadvantage on next initiative.
Greater Healing Salve (6 Uses). Administer during a Field or Safe Rest to recover 1 wound. Disadvantage on next initiative.
Supreme Healing Salve (8 Uses). Administer during a Field or Safe Rest to recover 1 wound. Disadvantage on next initiative.
Curative Salves made to allow the recovery of deeper and more painful wounds. This hastens recovery but is also noted to increase pain and stiffness for a short time after usage. A creature may benefit from only 1 Lotion or Salve per Field Rest or Safe Rest.
Lesser Mana Infusion (2 Uses). (ACTION, 1/Round) Drink or administer to recover 1d4 mana. +1 Disadvantage.
Mana Infusion (2 Uses). (ACTION, 1/Round) Drink or administer to recover 1d6 mana. +1 Disadvantage.
Greater Mana Infusion (3 Uses). (ACTION, 1/Round) Drink or administer to recover 1d8 mana. +1 Disadvantage.
Supreme Mana Infusion (3 Uses). (ACTION, 1/Round) Drink or administer to recover 1d10 mana. +1 Disadvantage.
Lesser Mana Lotion (2 Uses). Administer during a Field Rest to spend a Hit Dice recovering mana instead of HP.
Mana Lotion (2 Uses). Administer during a Field Rest to spend up to a Hit Dice + KEY recovering mana instead of HP.
Greater Mana Lotion (3 Uses). Administer during a Field Rest to spend up to 2 Hit Dice recovering mana instead of HP.
Supreme Mana Lotion (3 Uses). Administer during a Field Rest to spend up to 2 Hit Dice + KEY recovering mana instead of HP.
A creature may benefit from only 1 Lotion or Salve per Field Rest or Safe Rest.
Lesser Mana Powder. (ACTION, Reach: 5.) Recover 2 mana. Creatures without mana instead lose 2 HP.
Mana Powder. (ACTION, Reach: 5.) Recover 4 mana. Creatures without mana instead lose 4 HP.
Greater Mana Powder. (ACTION, Reach: 5.) Recover 6 mana. Creatures without mana instead lose 6 HP.
Supreme Mana Powder. (ACTION, Reach: 5.) Recover 8 mana. Creatures without mana instead lose 8 HP.
Lesser Mana Salve (2 Uses). Administer during a Field or Safe Rest to store a free spell up to Tier 1. Disadvantage on next initiative.
Mana Salve (2 Uses). Administer during a Field or Safe Rest to store a free spell up to Tier 3. Disadvantage on next initiative.
Greater Mana Salve (3 Uses). Administer during a Field or Safe Rest to store a free spell up to Tier 5. Disadvantage on next initiative.
Supreme Mana Salve (3 Uses). Administer during a Field or Safe Rest to store a free spell up to Tier 7. Disadvantage on next initiative.
A creature may benefit from only 1 Lotion or Salve per Field Rest or Safe Rest.
Lesser Mana Tincture (2 Uses). (ACTION, 1/Round) Drink or administer to recover KEY mana. +1 Disadvantage.
Mana Tincture (2 Uses). (ACTION, 1/Round) Drink or administer to recover 2 x KEY mana. +1 Disadvantage.
Greater Mana Tincture (3 Uses). (ACTION, 1/Round) Drink or administer to recover 3 x KEY mana. +1 Disadvantage.
Supreme Mana Tincture (3 Uses). (ACTION, 1/Round) Drink or administer to recover 4 x KEY mana. +1 Disadvantage.
The instances of Disadvantage from Tinctures can only be removed by resting; -1 with Catch Breath, -2 with Make Camp & Safe Rest. Max of STR instances of Disadvantage from Tinctures, consuming additional Tinctures gives 1 wound.
Lesser Mana Tonic. (ACTION) Pour or administer to recover 1 mana at the end of your turn for 3 rounds.
Mana Tonic. (ACTION) Pour or administer to recover 2 mana at the end of your turn for 3 rounds.
Greater Mana Tonic. (ACTION) Pour or administer to recover 3 mana at the end of your turn for 3 rounds.
Supreme Mana Tonic. (ACTION) Pour or administer to recover 4 mana at the end of your turn for 3 rounds.
Mana Potion solutions made to be poured over a creature. This method of administering Potions allows them to have an extended duration of effect, and to be thrown up to Range 6, dealing 1d4 damage to any creature it hits. Every additional Tonic active at once beyond the 1st gives +1 Disadvantage.