
You can craft or alter potions, with a specialty for making things function for the undead; granting you the following benefits:
- You have advantage on rolls to try and identify the properties of unlabeled potions you encounter.
- You can attempt to alter normal healing potions into something that works for the undead. If you have a pre-existing potion of healing you wish to alter, there are two ways to go about it:
1.) If you have access to fresh blood from a healthy humanoid, you can use 50 gp worth of materials combined with one flask of blood to convert the potion into a Blood Potion. If converting a potion higher than base level, add 10 gp onto the price for each level you go up (max. cost of 80 gp, if you were to convert a Supreme healing potion.)
2.) If you don't have access to any fresh blood, you can instead try to invoke vampiric magic for the conversion, though the cost is higher and the product...not fully stable. Using 60 gp worth of materials and scaling cost per potion same as before, you can roll your percentile dice to attempt to use vampiric arts to manipulate the healing properties of the potion. Spending an extra 15 gp can negate the need to roll, guaranteeing you a Normal outcome for the conversion.
10-15: Worst outcome. The magic crackles wildly, and causes the potion you were trying to alter to shatter in your hand.
16-25: Poor outcome. The potion is not lost, but remains a normal healing potion with no effect on the undead.
26-75: Normal outcome. The potion is now considered a blood potion, and can heal undead for the same amount it originally healed the living. Becoming a blood potion makes it poisonous for any non-undead creature to consume.
76-100: Great outcome. Not only does the targeted potion become a blood potion, but due to your inspired process, it restores an additional +2 HP on top of what it originally would have.
101-110: Miraculous outcome. Channeling your vampiric ancestors, the newly converted blood potion increases one full level. (potion of healing > greater healing > superior healing > supreme healing). If the target potion was already a Supreme to begin with, it instead gains a +10 to it's healing benefits. - You gain proficiency with the alchemist's supplies if you don’t already have it. With one hour of work using a set of alchemist's supplies and expending 50 gp worth of materials, you can create a number of vials of a thick, black and red magic oil for sun blocking purposes equal to your proficiency bonus. Used to cover small areas of the body that might otherwise be hard to cover and protect from the sun, one vial of Daywalker's Ichor is enough to cover a tail, a set of horns, and small portions of the face and hands for up to 12 hours of normal wear. Getting wet, as well as harsh travel and other environmental or circumstantial conditions can have an effect on how long the coverage lasts.
- With three hours of work and 70 gp worth of materials you can create a number of normal blood potions (same stats as a base potion of healing) equal to 1d4+1.
Tags:
Creation
Healing
Utility
Species Feat
medicine
astralNova

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