Blood Potions
Blood potions contain the extracted blood of a sentient creature, mixed with various herbs and arcane components. Those who choose to consume the life essence concoction do so at an increased risk, as digesting another's life essence to enrich oneself has immediate consequences.
The very drops of life binding each potion together fuel the consumer, granting increased vitality and willpower over the bond. With each dose, the incredible vigor one feels for the duration leads to immediate withdrawal once the life essence fades in the bloodstream. Blood potion addiction is often associated with the same Blood Thirst sickness Sanguis feel. However, the effects of blood potion addiction far exceed the Sanguis curse.
Blood Potion Addiction
Each time a player consumes a blood potion, the player must also make a Wisdom saving throw against addiction. Blood potions with higher concentrations of life essence have higher DC checks. If a player fails their saving throw, they gain 1 level of addiction, as shown in the table below.
When addicted, a player loses one level of addiction every two weeks. If a player gains a stack of addiction, the time required to lose a stack resets to its maximum duration.
Poisons
Hive Queen Secretion
As the
Golganthi hive grew within the Elumian Forest, protected by the great Hive Queen, Drik’ik’chai, they learned to survive the deadly assaults of Cendelius. Blessed by Drik’ik’chai’s potent secretion, they crafted venom to paralyze the Elves, eventually leading to an uneasy peace.
A creature subjected to Hive Queen Secretion must make a DC 11 Constitution saving throw or be poisoned for 1-minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the poison on a success. After succeeding on a saving throw, the creature cannot be subjected to Hive Queen Secretion for 24 hours. Once applied to a weapon, the poison begins to lose potency, drying out after 30-seconds.
Kyoro Weed
Chewed by the Cendelius as a means to prolong their Trance past the typical 4-hour semiconscious state. The Kyoro Weed is a scarce plant found only in the deepest parts of the Elumian forest growing around the base of ancient trees. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1-minute. While poisoned in this way, the typical poison condition is changed to the following. The creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions.
A creature can repeat the saving throw at the end of each of its turns, ending the poison on a success. After succeeding on a saving throw, the creature cannot be subjected to the Kyoro Weed for 24 hours. Once applied to a weapon, the poison begins to lose potency, drying out after 30-seconds.
Sakharo Sting
Carefully removed from the poisonous glad of the Sakharo. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1-minute.
While poisoned in this way, the typical poison condition is changed to the following. The creature has disadvantage on Strength saving throws and applies 1 stack of poison damage. For each stack of poison damage, the creature takes 1 damage at the start of their turn. Additional applications of Sakharo Sting causes the poison damage to stack up to a total of (5) stacks. A creature can repeat the saving throw at the end of each of its turns, ending the poison on a success. Once applied to a weapon, the poison begins to lose potency, drying out after 1-minute.
Unicorn's Horn
When a unicorn fades from the world, it leaves behind a magical horn as the body decomposes. The Cendelius have learned to grind the horn in a symbolic offering of hope, creating a magical substance. A creature subjected to this poison heals for 2d6+4 hit points, and all poison and disease affecting the creature end. Once applied, the poison retains its potency for two uses or dries within 1-minute of non use.
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