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Potion rules for Dungeons and Dragons changed with the new 2024 Player Handbook, giving players a few more rules to follow in certain aspects of this game mechanic. Potions are a useful way for players to solve problems, deal combat damage, and heal their characters or party members. What has become an essential aspect of tabletop gaming now has a slightly different approach that will benefit players and add a little more fun to campaigns. With many rule changes in 2024 From the player ManualThis new approach to potions may provide one of the best benefits.
Previously, in the fifth edition of Dungeons and Dragonsa rule regarding the consumption of potions during combat was almost hated by players. Parties needed to be smart about when to use their potions due to this rule, making big decisions about whether or not potions should be used in times of high tension. The newest change to D&DThe potion rules changed this, making using potions in combat a little less stressful for players.
Bonus actions aren't just for health potions in 2024
Any potion can be used through bonus actions
In 2024 Player Handbookthe rules regarding potion consumption during combat have changed so that using any potion now requires a bonus action and not a full action. Previously, only healing potions could be used as a bonus action. Using potions during combat was made more difficult by having to use a full action, where players needed to consider their situation whether using an action would be worth the potion's effects.
This allows more interesting things to happen during single turns after the initiative is launched. For example, a player might use an Invisibility Potion before using their movement to sneak up on an opponent and attack with the full action of the turn. These perks not only give players more room for creativity as they work together to combat enemies, but they also allow Dungeon Masters to come up with more strategies to surprise their players.
Mixing potions in the 2024 D&D rules carries risks
Players now need to roll whenever mixing potions
Players may find themselves in a situation where two potions are needed for something in the campaign, or the effects of previous potions are still active when another potion is needed. If this is the case, the potions can be mixed by having a character drink both or by simply mixing them outside the character's body, such as in a single bottle. Mixing potions can be an interesting way to mix up a battle or find a creative solution to a problem, but comes with high risks that players may want to consider.
The new manual reintroduces a previously optional rule that is now required when players decide to mix any potion. Each time this is done in any way, whether in or out of combat, players need to roll a d100 to get the results how the effects of the two potions will work. This applies to any and all potions, including a Potion of Healing or any other potions that have no duration.
How potion miscibility works in D&D's Dungeon Master's Guide 2024
Mixing potions can bring great rewards or consequences
In the original 5e Dungeon Master's GuideThere is a variant rule regarding mixing potions where the effects created refer to a table that follows the roll of a d100. Depending on the role, there may be positive or negative results for players. Some results may result in damage from an explosion, while others may benefit greatly from doubled effects or duration. With the 2024 Player Handbook, this previously optional rule is now required when potions are mixed. All of this will probably be left for rule changes next year 2024 DM Guide.
The following table shows the rules regarding potion mixing:
1d100 |
Result |
---|---|
01 |
Both potions lose their effects and create an explosion within a 1.5 meter radius of their center. Creatures in the area take 4d10 Strength damage. |
02-08 |
Both potions lose their effects and the mixture becomes an ingested poison of your choice. |
09-15 |
Both potions lose their effects. |
16-25 |
A potion loses its effect. |
26-35 |
Both potions work, but with the numerical effects and duration halved. If a potion has no numerical effect or duration, it loses its effect. |
36-90 |
Both potions work normally. |
91-99 |
Both potions work, but the numerical effects and duration of a potion are doubled. If none of the potions have anything to double, they work normally. |
00 |
Only one potion works, but the effects become permanent. Any potion can be chosen. For example, a Potion of Healing might increase the drinker's Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. THE dispel magic spell or similar magic may end the lasting effect at the DM's discretion. |
With greater chances of effects working normally or in the player's favor, it may be worth the risk of losing effects or a damaging explosion. Rolling a perfect 100 can also be tied with your advantages or even bring a disadvantage, which depends on the potion's effects and situation. Even with the risks involved, making this variant rule a definitive rule in 2024 Player Handbook can provide more interesting interactions with players' potions.
The latest Dungeons and Dragons manual has confused how potions can be used with the 2024 rules changes. With bonus actions now being used instead of full actions during combat, the use of any potion in difficult situations is a little more lenient and encouraged. Including the required results of mixed potion effects can also provide interesting gameplay with high risks and high rewards. Player use of potions is boosted more than ever by changes made in 2024 Player Handbook.