I was watching this video, by the excellent Dungeon Dudes, when I realised there is an issue on my table that hasn’t been resolved satisfactorily to my mind. That of drinking a healing potion in combat.
The official rules state that drinking a healing potion requires an action. But when you consider that this means allowing whatever creature you’re fighting a free round in which to hit you, the odds are that you are actually going to take more damage in the round you drink the potion than you receive from drinking from it. (Even if, as the Dudes suggest, you use the maximum dice rolls possible to determine number of hit points recovered per potion… although this will certainly help even the odds quite a bit!).
Overall, in any situation where the monster is likely to target you with their next attacks, it’s almost always a disastrous strategy to use an action in combat to drink a healing potion.
Of course you could try retreating, to drink the potion in safety, but that assumes you have allies who are able to prevent the monster pursuing you: and even then the monster will get one free opportunity attack on you, making this ploy almost as risky as drinking it under their nose.
I’m not surprised that some DMs (including one of the three in my group) rule that drinking a potion only requires a bonus action, to offset this problem. Unfortunately for me, that feels way too generous mechanically (there’s almost no cost to doing it), and is also almost impossible to justify in a narrative sense. Even assuming the potion is kept close at hand, perhaps on a belt or necklace (and not at the bottom of a backpack), it still has to be retrieved, uncorked and drank. That seems too intricate an activity to require a mere bonus action, and definitely not something you could combine with casting a spell for example.
Is there a middle ground here? When stopping to drink a potion still has a cost to your own offensive potential, and still carries a risk, but where that risk has a decent chance of paying off.
HIPSTER RULE FIX: DODGE & DRINK
Simply put, I would house rule that when you use an action to drink a potion in combat, you can choose to use all of your other combined actions (bonus action, move, free action and reaction) to take the Dodge action.
The Dodge action (p.192, PH), you probably don’t need reminding, imposes disadvantage on all attack rolls against you (by attackers that you can see at least).
For me this rule neatly achieves what I want it to. It makes drinking a potion in combat a viability, by reducing the odds of taking damage in the round you’re trying to heal up in, without needing to introduce the “videogamey” feel of on-the-go power ups at the speed of a bonus action. And while Dodge is quite a powerful benefit to give the PC, the fact that they can’t use their movement to retreat to safety at the same time, or get an opportunity attack, feels about right.
Narratively I feel it’s easy enough to justify. The fighter pulls out a potion, flicks out the cork and chugs it down, at the same time as they shimmy lightly on their feet and keep their longsword at full arm’s length to prevent their opponent from getting close, maybe throwing in a feint or two for good measure. There’s no time for the fighter to attack, and the opponent has a free pass to move away, but the savvy soldier is able to use their weapon as a deterrent, keeping the pointy end between them and danger.
So there you go! As always, let me know what you think…