then spend 6,100 gp and 244 XP to use Gremma's cauldron (Expedition to Undermountain 217) (5,000 gp; 0 lbs.) to turn the scrolls into potions then consume the respective potions in succession, the specific rules for the cauldron presumably overriding the general rules for potions. (Simil...
Remembering that the Apothecary throws out his unpopular potions in THAT bin can help out characters who are in a pinch, but this doesn't have to be EVERY time they use the bin. OFTEN is the key. ("OFTEN" provides a hope-like effect, "EVERY" time provides a taken-for-granted ...
In addition to rarity, magic items also come in nine different categories. The categories are armor, potions, rings, rods, scrolls, staffs, wands, weapons, and wondrous items. The category determines what form the item takes in the game, who can use it, how it’s used, and how many si...
The dying before death mechanic means that the game will jump in and save your life. It removes you from the battle before the battle kills you and gives your friends the opportunity to save you. And then, after that, magical healing, hit dice, short rests, long rests, potions, songs ...
Natural healing doesn't make sense according to Relative Damage theory, as it takes a fighter who lost 50 HP (half his HP) twice as long to heal the same relative damage as a wizard who lost 25 HP (half of his maximum). Similarly, magic potions would be helping a fighter less than ...
Use that fight to teach your players combat actions. They learn from that how initiative and combat rolls work. After that first combat let them have some utility action: everything that involves skill checks. You tell them: "You describe what you want to do and I tell you on what you ...
The DMG doesn't have much to say about this in general, but it is specifically confirmed for certain classes of items, such as (all emphases added) potions: Different kinds of magical liquids are grouped in the category of potions: brews made from enchanted herbs, water from magica...
Single use items like scrolls or potions would be considered as the party may be able to afford them. They do have several thousand gold of their own, and would be willing to hire someone in case a certain class/ability would work. How can a party move 10,000 pounds of gold? dnd-5e...
The reality is that 5e, RAW, has essentially nothing for players to do with gold once they get their full non-magical kit set up other than buy healing potions, and possibly components for high-level spells. IOW, unless you have some other important gold sink you’ve created in you...
If your party is travelling and have an encounter along the way, they will usually know this is likely to be the only encounter that day and will feel free to use up all their resources, action surges, high-level spells and so on in the battle, knowing they'll get them back before ...