A frosted green bottle full of a clear water-like liquid that smells vaguely of almonds. A crack runs through the glass, and some of the top has been chipped off.
Drinking the entire bottle is equivalent to eating 1 pound of food. See "Malnutrition" for the risks of not eating.
Upon consumption, for the next 24 hours, you are unable to become Unconscious via falling asleep, magically or not, and any Exhaustion levels you have are suppressed. If you require sleep to take a long rest, you will not benefit from any long rests taken for the duration. As well, you can still gain Exhaustion levels, but they will be suppressed for the duration.
If you don't drink the entire bottle, the duration of its effects scale proportional to how much was consumed. It tastes artificial and sugary with a bitter aftertaste.
Overdose. If you drink more than 1 bottle's worth of the water in 24 hours, you must roll a DC 15 Constitution saving throw as your heart seizes up. On a failure, you take 2d10 Necrotic damage and become poisoned for 8 hours or until you receive some form of healing. On a success, you take half as much damage, rounded down. Either way, if you are in combat, you become paralyzed until your next turn.
Notes: Immunity: Exhaustion, Immunity: Magical Sleep, Exhaustion, Damage, Control, Buff, Debuff, Utility, Consumable, magical meal, Utility Potion
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