Optional rule, DM's discretion. May be used for unstable potions or discounted potions.
Every so often, players go overboard with the number of potions they consume, attempting to buff themselves to near godhood with every elixir they have been hoarding in their bag of holding since the beginning of the campaign. The unpredictable and sometimes volatile ingredients used to make potions do not play well with one another. The results of mixing several (or even just two) potions could be disastrous.
Potion Duration Interaction Rule
When a character consumes a potion with a duration while still under the effects of another potion with a duration, they must make a Constitution saving throw to avoid adverse effects. The DC for this saving throw is determined as follows:
The base DC is 13.
For each additional potion consumed with a duration while still under the effects of previous potions, the DC increases by 1.
Example:
First potion: No save required.
Second potion: DC 13 Constitution saving throw.
Third potion: DC 14 Constitution saving throw.
Fourth potion: DC 15 Constitution saving throw, and so on.
Mixed Potion Interactions Table
GM Note: Back to the Variant Rules Discussion
For most tables, adverse effects from mixing potions is a house rule or a variant rule. If you are going to institute this at your table as more than just a single instance, it would behoove you to have the conversation with your players or introduce it as a concept the first time they mix two potion types together in a situation where the stakes are somewhat low (as opposed to when the BBEG starts his monologue).
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