Different kinds of magical liquids, oils and dusts are grouped in the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and oils that are applied to a creature or object.
An elixir is an improvement made to a potion that can do multiple magical effects or tweak a magical effect in a specific way.
Oils are similar to potions, except that oils are applied externally rather than imbibed.
Philters are mixed with wine (or spirits) before imbibing.
Identifying a potion requires a small taste and an Arcana (Intelligence) skill check, DC 10. If you are proficient with Alchemist's supplies make your check with advantage. If you are proficient with the Herbalist's Kit you have advantage when identifying healing potions and antitoxins.
As a general rule, potion containers bear no identifying marks. The alchemist's guild has stamps that are applied to wax seals to identify the potion and guarantee its efficacy. However, it is common practice to remove the seal once purchased to ensure that the potion is accessible when needed without having to peel away the wax to get at the stopper.
It is possible to identify a potion from a small taste. Color and smell can be a strong indicator, but differences between apothecaries, and the availability of certain herbs and other ingredients dependent on the time of year make this method unreliable.
Vials (0.5 lbs.): Most vials consist of one ounce of liquid (a single dose).
Flasks (2 lbs.): Flasks are 1 pint (16 fl oz).
Dusts (2 lbs.): Dusts are normally stored in a pouch or loaded into a hollow tube (single use).
Note: If the container has more than one use in it your DM will inform you how many uses are available.
Potions are typically found in ceramic, crystal, glass or metal flasks or vials. Assume your potions are stored in something breakable, unless otherwise stated and your vials are protected from everyday dangers with metal holsters or similar apparatus. If you take damage from falling or from a spell that does thunder damage like Thunderwave, roll a d20 check DC 5. Failure indicates a number of broken flasks or vials equal to the number rolled. Flasks always break before vials.
There is no spell work necessary in the creation of potions. Thus, potions are not affected by dispel magic and similar effects. If it won't affect a creature, it won't affect a potion. Treat anyone under the effect of a potion as having a magical ability like any magical creature.
Combining potions with spells and other effects
Potions that give bonuses or penalties to abilities, attack rolls, damage rolls, saving throws, etc., are not usually cumulative with each other or with other magic. The strongest single effect applies. Keep in mind the duration. The current effect may end with a weaker effect taking effect.
You can retrieve a potion stored on a bandolier or belt as part of your move.
As a bonus action you can:
drink a potion (vial)
administer a potion to another character within 5 feet (vial)
blow dust tube up to a 15-foot cone
As an action you can:
retrieve a potion stored in a backpack, saddlebag, etc.
splash an opponent within 5 feet
throw a flask as an improvised weapon 20/60 feet; on a miss, roll 1d8 to determine the grid the flask hits
apply dust from pouch to cover a 10-foot radius (20-ft diameter)
Once used, a potion takes effect immediately, and it is used up.
Philters and oils cannot be prepared or used as part of your action economy. Most philters require one minute to mix before drinking and must be consumed immediately. Applying an oil might take longer, as specified in its description.
Unless otherwise stated, the effects of a potion last for d4+4 rounds.