You have a lot of fun playing around with blood and found a way to harness the magic of blood in monsters and the different races to create shortlasting potions with different strengthening effects and possibly some of the hosts abilities.
You are granted a total of 5 vials that can be filled with blood, aswell as the Ability "Blood Draw" and "Drink Potion".
During downtime you have 3 chances to brew potions using the blood vials you have gathered. Each potion can only contain a maximus of two blood vials otherwise it becomes to unstable (DM can add check to see if possible). You can only carry a maximum of 3 potions at one time. The Potions effects can either be an increase in stats or an ability from the host (you are only limited by creativity).
Brewing Potion (1 blood vial):
(roll d20 + proficiency bonus)
Nat 1= Critical Failure: lose blood vial
2-10 = Failure: non-successful but blood remains useable
11-13 = Success: main stat of host +1
14-16 = Major Success: main stat of host +2, sub stat of host +1
17-20 = Extraordinary: main stat of host +2, sub stat of host +2, random ability of host
Nat 20 = One of a kind: main stat of host +2, sub stat of host +2, choose one ability of host
Brewing Potions (2 blood vials):
(roll 2d20/2 (round down) + proficiency bonus)
at least 1 Nat 1 = Critical Failure: lose both blood vials
2-12 = Failure: non-successful but blood remains useable
13-15 = Success: main stat of host(1) +1, main stat of host(2) +1
16-18 = Major Success: main stat of host(1) +2, sub stat of host(2) +2
19-20 = Extraordinary: main stat of host(1) +3, sub stat of host(2) +2, random ability from host(1)
Comments