Limited to 1/encounter. With DM's approval, a character can use additional consumables by spending 1 Stamina.
Crafting: Common consumables can be crafted by spending their base cost in Gold. Uncommon consumables can be crafted with DM approval - this will usually require a short quest for reagents, and can only be done a limited number of times.
Charged consumables: Some items hold multiple consumable charges.
Consumable properties:
Level: Can be level 1,6,11,16,21,26,30
Rarity: Common, Uncommon, Rare
Type: Potion, Scroll, (other)
Consumable cost is derived from its Level+Rarity (to be determined)
Healing potion - Common
L1: Heal 10 HP
L6: Heal 15 HP
L11: Heal 20 HP
L16: Heal 30 HP
L21: Heal 40 HP
L26: Heal 60 HP
L30: Heal 80 HP
Potion of Recovery - Uncommon
L1: You can take a Short Rest without spending a surge. If you are level 11+, only works on an item check of 11+. If you are level 21+, only works on an item check of 16+.
L11: You can take a Short rest without spending a surge. If you are level 21+, only works on an item check of 11+.
L21: You can take a Short rest without spending a surge.
Design principles - not all consumables need to scale with level. We can keep them in the tables, and gain x2 charges per tier:
Example
Potion of Invisibility - Uncommon
L6: You become Invisible until end of next turn. If you receive any damage, roll a save - the effect ends on a failed save. Sustain Standard: The effect persists.
First draft of consumable magic items.
Basic rules:
Consumable properties:
Consumable cost is derived from its Level+Rarity (to be determined)
Healing potion - Common
Potion of Recovery - Uncommon