Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. Poisons come in the following four types: Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off.
My house rule - if you have a potion in hand, you can drink it as a bonus action. Otherwise it is an action to take it out and either drink it or feed it to someone. It works.
Potions are not spells, inherently. They do just what the description states. A potion of animal frienship lets you cast the spell. A potion of clairvoyance provides you the *effect* of the clairvoyance spell without casting it. Just follow the description of the potion. If you make your own potion, you need to set the rules for it. In my game, I made a potion called a 'Spell Potion'. By itself, it has no effect. However, if you cast a spell into the potion, that spell is delayed and then cast upon the drinker as the target at the time they imbibe it (using specified DCs, ability score, proficiency bonus, etc.. rather than the 'caster's'). There are different rarities that can handle spells of increasing levels based upon rarity. Importantly, I decided that these potons and the spells they generate do not require concentration. This did not break my game, despite these being the most popular potion, by far, in the game. ![]() From D&D Wiki
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Potion, common, uncommon, or rare
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Informally known as a 'green potion' due to its color, a potion of magic is used to restore magic points. You can drink this potion as an action. Drinking it causes you regain a number expended magic points based on the potion's rarity, as shown in the following table. Once you have regained magic points with a potion of magic, you must complete a long rest before you can again regain magic points with a potion.
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