Summary
Dungeons and Dragonsplayers have been in one or two situations where a potion has saved the lives of their characters,especially during high-stakes campaignslikeCurse of Stradh. When players are hurt, and no one can heal them, a potion will save their lives. Or when they’re fighting against a white dragon, a potion can help them resist the monster’s cold breath.
And for those who want to know more reasons why these items are so valuable, this list ranks the best potions in the game, considering utility, buffs, and what kind of critical situation they can solve.

8Potion Of Cloud Giant Strength
Drinking This Will Open All Doors (With A Kick)
This potion is one of the best items for every melee class since it will grant them a Strength attribute of 27 for 1 hour unless their Strength is already at that value or higher. This means two things: they become naturally stronger, and they can hit harder. During battle, buffing a Fighter or a Barbarian with this potion is like giving them a flamethrower: the big bad evil guys will never know what hit them. Outside of battle, they become potentially lethal as well, even for the users.
Imagine that when players are buffed with a +7 Strength Attribute bonus, they attempt an Athletics check to jump, and they will succeed for sure (unless they draw a natural 1). The problem is: how high will they jump, and how will they survive the fall? Using it irresponsibly can lead to disaster while using it correctly can literally slam doors openwith a powerful kick from a buffed barbarian.

7Potion Of Healing
The Most Common Of Potions, The Most Underrated
Most experienced players will know the usefulness of a Healing Potion when they see one, no matter the size of it. Sincenot all classes have access to healingthese little bottles of life come in handy in dire situations like: The healer of the party is out of spells, at odds with the player and refuses to heal them, or the party member who needs healing is away doing solo exploration (broke rule number 1: never split the party).
The good thing is that these potions are relatively easy to get (chests, random loot, buying from stores) and players can and should carry a couple of them at all times. The bad thing is a hardcore DM will most likely enforce the “durability rule,” and since these come in flasks of glass/crystal, it will be the first item to be broken if the player receives bludgeoning damage. But, there are many ways to prevent this, the most popular being the Adventurer’s Belt/Bandolier, which can carry up to 6 flasks and protects them from being damaged.

6Potion Of Speed
The Second Best Thing Players Can Carry In A Potion Belt
The Potion of Speed, formerly known as Potion of Haste or Elixir of Haste, is a wonderful item to haveno matter the class players pick. Since actions are limited to a few per round this magical concoction gives the players unnatural speed and reflexes, activating the effects of this potion will double the options for players, and it will remain active during 10 rounds (1 minute) without the need of maintaining concentration.
On the other hand, it also grants the additional effects of Haste, a +2 to AC, and an advantage in Dexterity Saving Throws, making it one of the best items adventurers can carry around. It doesn’t have any weird side effects, only a slight metallic taste but most of the alchemists mix it with mint to cover that strange flavor.

5Potion Of Water Breathing
No More Concerns About Athletic Checks For Swimming
The Potion Of Water Breathing is one of the best items in Dungeons & Dragons, and any wannabe adventurer should carry one of these in their belt if they want to triumph in the realms. The truth is that this potion is self-explanatory: It allows players to breathe underwater for a set amount of time (usually 1 hour) and also allows the drinker to move nimbly through the waters as if they had been born to live there. This potion is especially useful for players that are bound to embark on an adventure to cross the seas or are exploring the Sword Coast in search of a legendary shipwreck, brimming with treasure.
It’s a great way to add some extra flavor to the campaign, and it is always useful to have one in case of need. Since players never know what they will find in their adventures, having one of those can potentially save their lives. Just imagine failing a dexterity saving throw and falling through thin ice into the cold waters. Having this potion will then help players survive long enough to find a breathing hole, or be rescued from beneath the ice. It won’t help them deal with the cold, though, and that will depend on their fortitude and the DM’s discretion.

4Potion Of Heroism
The Best Companion For Times That Require Daring Actions
The Potion of Heroism will grant players the effects of the Bless Spell (players can roll a d4 and add the result to their attack rolls or ability checks) and 10 additional hit points for an hour. Additional hit points will grant overheal if the player is in full health, and will be spent first when it receives damage. This potion is great, because whoever drinks it has a chance to overturn the tide of battle or save the party during a negotiation, and the effects last longer than the Bless spell and do not require a constant concentration check.
Its utility is beyond combat or roleplay value since it also encourages players to act a little bolder, and this is also good to move a stagnant plot when players are afraid or indecisive. A correctly placed Potion of Heroism can give a party the courage they need to dare and challenge the unknown, giving into a more fluid gameplay experience for all.

3Elixir Of Health
Another Lifesaver When Exploring The World
When a Cleric is not available to do their bidding, most parties request the aid of Hags, Witches, Druids, and other spellcasters who will probably haggle them out of their money to restore a petrified friend to his former self. But, there happens to be a Potion (or more precisely an Elixir) that can cure this and many other ailments. It is the Elixir of Health, an underrated yet powerful replacement for the Minor Restoration Spell.
Players can acquire it for less than 500 gold coins (if they haggle correctly) and many apothecaries, mages, and sundries vendors in towns and cities sell them. Also, they’re the most common loot in alchemist laboratories and abandoned mage tower ruins. Elixirs of Health can potentially save a party member who is struggling with a disease that will kill them in a few days. But, it doesn’t cure Curses, so things like Lycanthropy or Dire Jinx are out of its healing range.

2Potion Of Flying
This Thing Will Give You Wings (Not Just A Caffeine Overdose)
The potential of the Potion Of Flying is most of the time underestimated. Like most of the potions, it grants the effect of a buff-like spell without the impairment of having to maintain concentration, and its effects last even more. This draught grants whoever drinks it a flight speed equal to their walk speed for an hour, and they can hover as high as they want, moving upwards and downwards as they will.
This, of course, has only one disadvantage: if the player doesn’t mind the timing, and the effects wear off while they are in the air, it means a certain death by taking fall damage. But against the possibilities that this alchemy-made miracle offers, that’s but a faint risk. The aerial superiority granted by the Fly spell granted to classes such as Rangers, Rogues, Sorcerers, Warlocks, and other spellcasters, without the cost of maintaining concentration, is incredible. Sadly, it is a rare and expensive potion that is highly coveted by thieves, so selling it is always restricted in lawful cities.

1Potion Of Greater Invisibility
With One Of These, You Can Tie Down The Rogue So He Doesn’t Cause Trouble
This extremely rare concoction can turn a creature completely invisible, with all and its equipment. Unlike the regular version of this draught, the Greater Invisibility Potion grants the same effects for one hour and it maintains the spell even when the creature affected by it attacks.
This means that even in battle, this potion becomes viable for a powerful strategy. Or, outside combat, ifthe party has a very notorious and wanted Rogue, they can replace it with any other member of the group while things cool down for their sneaky fellow. The possibilities that this flask brings to the play are near limitless, and the players just need to use their imagination (and confer with the party and the DM) to make the most out of it.
