Potion Quick Drink and Toxicity for 5e

by Mavrick593

Quick Potion Drinking

You can use a bonus action, instead of an action, to drink a potion you’re holding. Administering a potion to someone else still requires an action.

Potion Toxicity

Magical potions have powerful beneficial effects, but most beings weren’t built to handle the raw power of so much magic running through their veins. Drinking a single potion has no immediate side effects, but if you drink more before your body has the chance to clean the potion’s potent magic from your system, it could have serious consequences.

If you consume more than one potion before finishing a long rest, you must make a Constitution saving throw against the Potion Toxicity DC (in the following table) at the end of the turn after drinking it. The DC of the saving throw corresponds to the highest rarity amongst potions you drank today. If you drink three or more potions before completing a long rest, you have disadvantage on this saving throw.


Potion Rarity Potion Toxicity DC Rarity Level
Common 9 1
Uncommon 11 2
Rare 13 3
Very Rare 15 4
Legendary 17 5

On a success, your body is able to withstand the residual magic from multiple potions mingling in your body. On a failure, the magic overpowers you. You still retain the effect of the most recently drank potion, but must roll on the Toxicity Effects Table to determine the additional effect combining potions has had.

If an effect calls for a saving throw against the Potion Toxicity DC the DC corresponds to the highest rarity amongst potions you drank today.

Toxicity Effects Table
d100 Effect
1-2 Your stomach twists and turns, visibly wriggling inside you. You become poisoned, and take 1+1d4 acid damage per rarity above common of the highest rarity potion you drank today at the end of each of your turns. The effect lasts for a number of rounds equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Lesser restoration also ends this effect.
3-4 Your veins begin to glow an unusual color, and your blood feels like it’s burning. You take necrotic damage equal to 1+1d6 per rarity above common of the highest rarity potion you drank today. You also take this damage whenever you’re effected by a spell that deals damage. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Greater restoration also ends this effect.
5-6 Your eyes secrete a thick, cloudy fluid veined with neon color. You become blinded. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Lesser restoration also ends this effect.
7-8 Your ears fill with a colorful, gummy substance. You become deafened. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Lesser restoration also ends this effect.
9-10 Your saliva turns into a thick, glue-like ichor, adhering to your tongue and throat. You can’t speak. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Lesser restoration also ends this effect.
11-12 Your legs lose all feeling, and solidify into a chalky, brittle substance. At the end of every turn in which you move 30 feet or more, you take necrotic damage equal to 1+1d4 per rarity above common of the highest rarity potion you drank today. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Greater restoration also ends this effect.
13-14 Your skin becomes translucent, and feels as thin as an insect’s wing. You take necrotic damage equal to 1+1d6 per rarity above common of the highest rarity potion you drank today. You also take this damage whenever you take damage from a weapon attack. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Greater restoration also ends this effect.
Toxicity Effects Table
d100 Effect
15-16 Your thinking slows, and you feel a strange liquid sloshing around within your skull. You take psychic damage equal to 1+1d6 per rarity above common of the highest rarity potion you drank today. You also have disadvantage on Wisdom, Intelligence, and Charisma saving throws. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Greater restoration also ends this effect.
17-18 Your limbs feel like jelly, and your flesh becomes slick and wobbles when touched. You take necrotic damage equal to 1+1d6 per rarity above common of the highest rarity potion you drank. You also have disadvantage on Strength, Dexterity, and Constitution saving throws. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Greater restoration also ends this effect.
19-20 Your entire body convulses, and then locks up. You become paralyzed. The effect lasts for a number of rounds equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Then, you hiccough, and a tiny frog hops out of your throat.
21-22 Your awareness suddenly broadens and you feel synaptic connections that weren't there a moment before. You learn 1 additional language, chosen by the DM. The effect lasts for a number of days equal to the highest rarity level amongst potions you drank today.
23-24 You feel the muscles in your legs tighten and there's a springiness to your steps. You can jump twice as high and negate all damage from a fall of up to 30 ft. for the duration. Damage from a fall beyond that distance is halved. The effect lasts for a number of hours equal to the highest rarity level amongst potions you drank today.
25-26 Colorful feathers emerge painlessly from your head, arms, and back. You molt after a number of days equal to the highest rarity level amongst potions you drank today.
27-28 You grow a hideous feature of the DM's choice (like mandibles or large insectile legs). The effect lasts for a number of hours equal to the highest rarity level amongst potions you drank today.
29-30 The index finger on your dominant hand starts to glow. It sheds bright light in a 20-foot radius and dim light for an additional 20 ft. Covering this light with an opaque material complete blocks it. The effect lasts for a number of hours equal to half the highest rarity level amongst potions you drank today.
31-32 A disconcerting ripple flows through the lower half of your body turning it and all of the equipment there into a pink cloud. You lose all non-flying movement speeds and gain a fly speed of 20 ft. (hover). You may not access any equipment stored on your belt or lower until the effect wears off. The effect lasts for a number of minutes equal to twice the highest rarity level amongst potions you drank today. You may make a Wisdom saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. When the effect ends your legs reform immediately and you fall if you do not otherwise have a way to stay aloft.
33-34 Your head aches fiercly and causes you to squeeze your eyes tightly shut. When you open them, you can see further than before! You have grown a third eye in your forehead. You have advantage on Wisdom (Perception) checks that rely on sight. The effect lasts for a number of hours equal to the highest rarity level amongst potions you drank today.
35-36 When you talk it comes out in gibberish, but to you it sounds perfectly normal. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today.
37-38 A rainbow light wave moves up and down your body for 30 seconds. When it stops, your hair has turned the color of the potion you drank (if you have no hair then some other aspect of you has changed to this color, DM's choice). The effect lasts for a number of hours equal to the highest rarity level amongst potions you drank today.
39-40 Your skin turns green and you feel a beastial mind lay atop yours as your muscles swell to immense proportions. Reduce your Intelligence ability score (minimum 4) and increase your Strength ability score (maximum 20) by an amount equal to twice the highest rarity level amongst potions you drank today. The effect lasts for a number of minutes equal to twice the highest rarity level amongst potions you drank today. You may make a Charisma saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
41-42 Your skin becomes heavy and bark-like. Add 5 to your AC and all movement speeds are halved. The effect lasts for a number of hours equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
43-44 Your skin begins to secrete a thick mucous membrane, your hands and feet become webbed, and you feel gills open on your neck. You gain water breathing and a swimming speed equal to your walking speed. The effect lasts for a number of hours equal to twice the highest rarity level amongst potions you drank today.
45-46 Faint bruises appear on your body and a trickle of blood drips from your nose. After you are hit with piercing, slashing, or bludgeoning damage, you take an additoinal 1d4 of that damage. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success. Being healed also ends this effect.
Toxicity Effects Table
d100 Effect
47-48 You grow dark, coarse hair all over your body. The hair falls out after a number of days equal to the highest rarity level amongst potions you drank today.
49-50 Your eyes dilate wider than normally possible and your pupils turn a bright blue color. You gain truesight up to 60 ft. The effect lasts for a number of hours equal to twice the highest rarity level amongst potions you drank today.
51-52 You feel an invigorating sensation flow throughout your entire body. You regain 5 hit points at the start of each of your turns. The effect lasts for a number of rounds equal to twice the highest rarity level amongst potions you drank today.
53-54 Your skin fades to transluscence, followed in turn by your muscles, blood, organs, and finaly bone. You are invisible for a number of minutes equal to twice the highest rarity level amongst potions you drank today. This effect ends if you attack or cast a spell.
55-56 You suddenly find yourself more clumsy and less nimble. You have -2 to your Dexterity ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Dexterity saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
57-58 Your mind becomes muddled and you have trouble focusing. You have -2 to your Intelligence ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Intelligence saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
59-60 Your muscles visibly atrophy before your eyes. You have -2 to your Strength ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Strength saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
61-62 You become more oblivious to the world around you. You have -2 to you Wisdom ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Wisdom saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
63-64 You suddenly feel exhausted and have trouble catching your breath. You have -2 to your Constitution ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
65-66 You lose confidence and stumble over your words. You have -2 to your Charisma ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Charisma saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
67-68 The combination of elixirs gives you instant and intense vertigo. For a number of rounds equal to the highest rarity level amongst potions you drank today you must succeed on a Dexterity saving throw against the Potion Toxicity DC at then end of your turn or fall prone. After the Dexterity saving throw, you can make a Constitution saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
69-70 You vomit up a chromatic spew of potion magic. Choose any direction to vomit up to a range of 5 ft. Any creature in that space is affected by the following. Your vomit causes damage according to the highest rarity of potion you drank today. Common: 1d4 acid damage; Uncommon: Common damage plus 1d6 fire damage; Rare: Uncommon damage plus 1d8 electric damage; Very Rare: Rare damage plus 1d10 cold damage; Legendary: Very Rare damage plus 1d12 necrotic damage.
71-72 A slight queasiness settles to a dull sensation as you see the world outside you start rushing by. You are affected as though targeted by a slow spell for a number of rounds equal to the highest rarity level amongst potions you drank today. You may make a Wisdom saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
73-74 You are filled with nervous energy as the magic mingles within you. Your body starts trembling and your head swims with the barely contained power! Add 5 ft. to all movement speeds and add the rarity level of the highest rarity level amongst potions you drank today to each damage die rolled until the effect ends. You have disadvantage on all ability checks other than Athletics and Acrobatics. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make a Dexterity saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
75-76 You watch in horror as parts of your body begin to fade away, only to strobe briefly in new positions and then settle back to normalcy. This ethereal body dis-junction repeats unpredictably every few seconds. Your weapon attacks have a 50% chance to strike into the ethereal plane, doing no damage against targets which exist only in the material plane. Interacting with objects requires a bonus action, regardless of other features and abilities. You must make a Concentration check against the Potion Toxicity DC to use any magic item such as a scroll, wand, or another potion. Failure means a used action and that you are unable to activate the item this turn. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today. You may make an Intelligence saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.
Toxicity Effects Table
d100 Effect
77-78 As you move you leave a faint after image of yourself which fades after a few seconds. You are under the effects of a Blur spell for a number of rounds equal to the highest rarity level amongst potions you drank today.
79-80 Your arms stretch, joints popping, until your knuckles scrape the ground. Your reach increases by 5 ft. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today.
81-82 You feel the tension in your shoulders evaporate as your muscles relax. You have +2 to your Dexterity ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today.
83-84 Every thought suddenly locks into place as you feel your mind sharpen to a razor's edge. You have +2 to your Intelligence ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today.
85-86 You hear your clothes start to tear as your muscles grow to strain the limits of the seams. You have +2 to your Strength ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today.
87-88 A calmness overcomes your mind; a peace unlike you've ever felt before. You have +2 to you Wisdom ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today.
89-90 You feel more energized than ever before as your stamina suddenly surges. You have +2 to your Constitution ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today.
91-92 Your willpower hardens to ramston steel. You have +2 to your Charisma ability score. The effect lasts for a number of minutes equal to the highest rarity level amongst potions you drank today.
93-94 Your eyes glow red and the hum of magic ceases under your gaze. Your eyes create an area of antimagic, as in the antimagic field spell, in a 60-foot cone. The effect lasts for a number of rounds equal to the highest rarity level amongst potions you drank today.
95-96 The world around you slows and your extremeties tingle as a spike of electric energy courses thorugh your body. You are affected as though targeted by a haste spell for a number of rounds equal to the highest rarity level amongst potions you drank today.
97-98 You suddenly feel warm and begin sweating profusely. The sweat boils rapidly and hangs in the air, enveloping you in a heavy, humid mist. A 1st-level Fog Cloud appears centered on yourself. As you move, the fog moves with you. Any trailing fog from this movement dissipates instantly. The effect lasts for a number of minutes equal to twice the highest rarity level amongst potions you drank today.
99-00 Your body withers as your mind races to calculate all possible futures from this point in the timeline. Reduce your Strength ability score (minimum 4) and increase your Intelligence ability score (maximum 20) by an2 amount equal to twice the highest rarity level amongst potions you drank today. The effect lasts for a number of minutes equal to twice the highest rarity level amongst potions you drank today. You can make a Strength saving throw against the Potion Toxicity DC at the end of each of your turns, ending the effect on a success.

Art Credit: Angelina Andreas