Witcher-Themed Potions: Feat and Rules

Fortress13

First Post
Hey, everyone.

Longtime lurker, first time poster. I've posted this elsewhere around the net, but haven't received much feedback yet. Hoping to get some more bites. If you have any opinions about this, even based on just a quick glance, I'd love to hear them!

For a while now I've really liked the idea of creating a feat and crafting system specifically to incorporate the potions from the Witcher games. Rather than using the existing crafting system (not a fan), and rather than creating a whole new class or archetype, I liked the idea of creating a feat which anyone could pick up, giving more mechanical variety to who could play a witcher-like character.


My DM really likes the idea behind the feat and tonic rules, but is concerned about a homebrew feat being overpowered, so we're hoping some more experienced players could give their feedback/criticism. Any thoughts will be a big help! Does this look balanced compared to other feats? Too powerful? Too weak?

Feat: Trial of Grasses

The Trial of Grasses is an incredibly painful trial which a young witcher may be subjected to. It requires the consumption of special alchemical ingredients known as “the grasses” which affect the nervous system.

· You gain the ability to brew witcher tonics.
· You gain proficiency with Herbalism Kits (to store ingredients).
· You may spend twenty minutes searching your surroundings for ingredients (see chart below), obtaining up to three at a time. Make a Survival check (DM sets the DC). You may expend the ingredients to brew a tonic. To brew a tonic, spend one hour as you meditate to magically remove the essence of the ingredients, filling a small empty container with the brewed tonic.
· You may only brew one tonic at a time.
· Witcher’s tonics are highly volatile and have no resale value. Tonics expire after three days if not used.

Witcher Tonics

Because of the mutations undergone during the Trial of Grasses, a witcher is now able safely to consume witcher tonics. Witcher tonics are magic potions—considered poisonous to the uninitiated—which grant specific advantages in certain situations. These advantages come with a price, however—each tonic is toxic. Consuming too many tonics can leave the witcher vulnerable.

If you consume a witcher tonic without first taking the Trial of Grasses Feat, you will gain the Poisoned condition rather than the listed benefits of the tonic.

Toxicity Mechanic

Your maximum toxicity level determines how many witcher tonics you are able to consume before certain disadvantages take hold. Your toxicity level is equal to your Constitution score. Every potion, when consumed, affects your toxicity level. Each tonic (aside from White Honey) raises your toxicity level by 1, 2, or 3, depending on the benefits of the tonic. When you reach half of your toxicity level (rounded down) you grant advantage to opponents, and your speed is halved. When you surpass your toxicity level, you gain the Poisoned condition (Note: Golden Oriole or antivenom potions do not prevent or negate the Poisoned condition when it is gained from surpassing your toxicity level). You will remained in the Poisoned condition until you complete a long rest. If you consume a tonic after you have reached or surpassed your toxicity level, you are reduced to zero hit points and gain the Unconscious condition. You cannot be awoken until you complete a long rest.

The only ways to reduce your toxicity level are to consume White Honey (reducing toxicity level by 4 and nullifying all active tonics) or after completing a long rest.


Witcher Tonic Ingredients

Ingredient:Extractable from:Example:
Vitriol (B)Ungrounded SubstancesAsh, dust, or feathers.
Hydragenum (Bl)Earthen SubstancesMinerals
Rebis (G)Living SubstancesLiving Flowers, ripe flesh.
Vermillion (O)Decaying SubstancesDead flowers, flesh.
Aether (P)Mystically touchedAnything.
Quebrith (Y)Fertil SubstancesFruits, eggs or seeds.


List of Witcher Tonics


Blackblood
Consuming Time: 1 action
Components: B, B, B, G, P
Duration: 1 hour
Toxicity: 3
Description: A sticky opaque black and crimson liquid that smells strongly of iron. When consumed by a witcher it causes their blood to become darker in appearance as well as a deadly poison to anything that consumes it for the duration. A creature that lands a ‘bite’ attack against a witcher under the effects of Blackblood must make a DC 10(+your proficiency bonus) Constitution saving throw. On a failed save, it takes *2d6 poison damage. On a successful save, the creature takes half damage.
*At character level 05, increase poison damage to 3d6.
*At character level 10, increase poison damage to 4d6
*At character level 15, increase poison damage to 5d6
*At character level 16, increase poison damage to 6d6

Cat
Consuming Time: 1 action
Components: G, Y, Y
Duration: 1 hour
Toxicity: 1
Description: A dark blue semi-luminescent liquid that glows very faintly if observed closely and is scentless. When consumed by a witcher it allows them to see in darkness, both magical and nonmagical, to a distance of 60 feet as well. In addition, you gain proficiency in the Perception skill for the duration of the tonic. If you already have proficiency in the Perception skill, you instead double your proficiency bonus when making Perception checks. The witcher’s eyes appear more cat-like for the duration of this tonic.

Fullmoon
Consuming Time: 1 action
Components: Bl, Bl, O, O, Y
Duration: 1 hour
Toxicity: 3
Description: A thick foul smelling opaque brown liquid with flecks of silver. When consumed by a witcher, it causes them to be bolstered with the vitality of a werewolf, causing their hairs to stand on end and skin to darken a shade. This tonic increasing their total health value by twice the witcher’s character level.

Golden Oriole
Consuming Time: 1 action
Components: B, B, P, P
Duration: 1 hour
Toxicity: 2
Description: A warm opaque orange liquid that swirls with flecks of black. When consumed by a witcher, it causes immunity to poison for the duration. (Note: this does not apply to the Poisoned condition earned upon reaching the witcher’s maximum toxicity level.)

Kiss
Consuming Time: 1 bonus action
Components: B, B, O
Duration: Instantaneous
Toxicity: 2
Description: A warm opaque red liquid with the slightest smell of roses that if consumed by a witcher acts as a healing potion. The witcher can only benefit from the effects of the Kiss tonic once between every short rest.

Swallow
Consuming Time: 1 bonus action
Components: B, G, G, P
Duration: 5 minutes
Toxicity: 3
Description: A thin red liquid that smells strongly of alcohol that if consumed by a witcher causes them to regenerate from injuries for the duration. When your hit points are below half (rounded down), you recover a set amount of health at the end of every turn. The health you recover is equal to your Constitution modifier or your Proficiency bonus, whichever is higher.

Thunderbolt
Consuming Time: 1 action
Components: B, Bl, G, O
Duration: 1 hour
Toxicity: 3
Description: A fizzy blue liquid that smells of powerful carbonation that if consumed by a witcher causes them to go into a heightened state of aggression. Their AC drops by 2 and attack increase by 3 for the duration.

White Honey
Consuming Time: 1 action
Components: B, G, P
Duration: Instantaneous
Toxicity: -4
Description: A milky white opaque liquid that smells of honey. If consumed by a witcher, the tonic reduces the witcher’s toxicity level by 4 and nullifies all current tonic effects. He is then unable to benefit from any more tonics until he completes a long rest.

Wife's Tear
Consuming Time: 1 action
Components: G, P, Y
Duration: Instantaneous
Toxicity: 1
Description: A thin pale blue liquid that if consumed by a witcher neutralizes drunkenness.

Wolf
Consuming Time: 1 action
Components: B, B, Bl, Bl, O
Duration: 1 hour
Toxicity: 3
Description: A shimmery grey opaque liquid that if consumed by a witcher causes them to throw caution to the wind and deliver wild weapon strikes for the duration. Increases melee critical chance by 1 and increases melee critical miss chance by 2.

Wolverine
Consuming Time: 1 bonus action
Components: B, O, P, P, Y
Duration: 5 minutes
Toxicity: 3
Description: A shimmery light brown opaque liquid that if consumed by a witcher causes them to grow fiercer when injured. When your hit points drop below half (rounded down), your damage on hit increases by half your character level.
 

log in or register to remove this ad




[MENTION=6798832]Fortress13[/MENTION] Hey, welcome to ENWorld! And a fantastic conversion job! My only critique would be that all potions should require a bonus action to consume, not an action which is too punitive. Other than that, it looks solid at first glance.
 

@Quickleaf Hey, thanks for the welcome! And thank you for the critique. my original reason for making most of the tonics cost 1 action was to reflect the preparation inherent in the monster hunting lifestyle--thinking back to that witcher 1 trailer against the striga (can't post video links yet). I imagined many of the tonics being consumed right before battle. It does make many of the potions less than useful in an ambush or an 'oh crap' moment, though.

I've actually been thinking of a potential solution to this--let me know if this might work, if you've got a moment. Adding the option to increase a tonic's toxicity by 1 to reduce the action cost. For example, say the character gets ambushed by a werewolf with a nasty bite attack. He knows the Blackblood tonic would be useful, but he wants to jump into combat right away. So he increases his toxicity by 4, rather than the usual 3, to consume a Blackblood tonic as a bonus action, allowing him to enter combat immediately.

Would that address the issue?

Thanks again for your feedback! I've been reading through your 5e Witcher setting and it's really great. Your witcher class looks really solid. I also really like how you handle the witcher potions--fairly different than what I put together, and really elegant.

edit: after some thinking, I think I'll just make them all bonus actions to use, as you suggested, and scrap the idea of increasing toxicity by 1.
 
Last edited:

Hi, Quickleaf. I just thought of another question (sorry to be a bother). When looking through your take on witcher potions, I noticed that you zero out toxicity after a short rest. My current system basically resets toxicity after a long rest--a consequence of this being that a character can only consume 2-4 tonics in a workday. If I changed the rules to reset toxicity after a short rest, do you think that would imbalance things too much?
 

Hi, Quickleaf. I just thought of another question (sorry to be a bother). When looking through your take on witcher potions, I noticed that you zero out toxicity after a short rest. My current system basically resets toxicity after a long rest--a consequence of this being that a character can only consume 2-4 tonics in a workday. If I changed the rules to reset toxicity after a short rest, do you think that would imbalance things too much?

No worries, happy to talk shop with a fellow Witcher fan. :)

I think it would unbalance things because your potions are better than than mine for the most part.

I think making toxicity reset after a long rest is closer to the way the books handle witcher alchemy, whereas a short rest reset is closer to the video games. So it's an aesthetic choice. Personally, I actually like the long rest better and I might attempt a redesign.
 


Remove ads

Top