The 3.5 and 4e models, in my opinion, were bad gameplay they were a section of mechanics you had to participate in, in order to keep up with the expected math at higher levels, and "crafting" in a tabletop game is often going to be about as fun as filling in a spreadsheet. for healing potions it isn't as visible, but if you want it to be a major part of your character, it really is not a very good system.It's a great system, so long as you don't need crafting to be a very important part of your campaign.
![dmg 5e potion of healing dmg 5e potion of healing](https://m.media-amazon.com/images/I/71eQLN5R0QL._AC_SL1500_.jpg)
for healing potions it isn't as visible, but if you want it to be a major part of your character, it really is not a very good system. Because, naturally, when the rules get in the way of you having fun, you should just come up with better rules that work.no, they really are that awful. Otherwise, sure, if that doesn't work, do what SharkForce says, and just come up with something that does work. If you want to make crafting easier, more common, and cheaper, modifying the existing rules and cutting the time and expense by whatever factor you like is perfectly easy. It's just a pacing decision you abstract away all that stuff in a big downtime accounting session, which is kept simple to speed the process up. Instead, you do all that crafting in between adventures, so that the game session doesn't fall apart midway through when the Cleric decides to do some impromptu potion brewing in the middle of the dungeon. 5e simply assumes a default wherein, if you're literally in the midst of an adventure, breaking to craft some items isn't something you can do in an afternoon's spare time, for the most part. Because, naturally, when the rules get in the way of you having fun, you should just come up with better rules that work.
![dmg 5e potion of healing dmg 5e potion of healing](https://www.scabard.com/user/Gazrok/image/healingpotion.png)
Potion, Healer feat w/ Kit, and Spell-less Ranger PoulticeĪlternate advice: spend some time between the DM and player working out something that will make both of them reasonably happy, and use that.īecause the official magic item creation rules are bloody awful, and not worth the paper they're printed on.They're really not. Summation what are the requirements for PC's to craft potions? Also 10 days to brew anti-toxin? Unless NPC vendors are mass-producing potions and getting a deal on ingredients, there's no economical reason for potions to exist. Using these rules, a potion crafter is working at a loss selling potions at cost, and wasting 2 days better spent on more profitable ventures. potions) is rare (not really a "common" magical item after all, is it?). The Sage Advice post on the topic: suggest 50g +2 day's labor doesn't outright state it though.Ĭommentary from Jeremy Crawford suggest that production of magical items (e.g.
![dmg 5e potion of healing dmg 5e potion of healing](https://www.masterthedungeon.com/wp-content/uploads/2021/06/HP25_xanathar-1024x576.png)
Using the formula, each potion requires 25g +10 days per potion/vial of antitoxin (non-magical item of equal cost).ĭMG says crafting common magical items requires caster level 3, and 50g-100g per item, +1 day's labor/25g value. PHB also states Herbalist's Kit proficiency required. However, the stated formula is for "non-magical objects" Potion of Healing is a "common magical item". PHB crafting says 1/2 item cost in materials, + 1day's labor/5g value.