A creature that ingests this tincture suffers no effect until 1d10 minutes later. If the poison has not been neutralized before then, the creature must succeed on a DC 10 Constitution saving throw, roll 5d8 on a failed save, if it equals their current hit points they fall asleep for 4 hours and cannot be woken through ordinary means, on a save they experience no affect. If the creature is already asleep, they will remain asleep an extra for four hours.
While asleep you can experience the benefits of a long or short rest.
Ingested. A creature must swallow an entire dose of the tincture to experience its effects. The dose can be delivered in food or a liquid. The DM decides whether a partial dose has a reduced effect, such as allowing advantage on the saving throw or affecting only half the hit points on a failed save. A heavier dose does what you would expect it to (1.5 doses affect 8d8, 2 doses affect 10d8, etc.) A heavier dose increases the DC by 1 for each additional dose.
Undead and creatures immune to being Charmed aren't affected by this item.
Awake. This flower induces the creature into a magical sleep where they cannot be woken through normal means. A creature under this magical sleep can be awoken either by a Tincture of Speed Flower or a spell such as lesser restoration or greater restoration or any other spell or ability that will cure poison.
Notes: Consumable
Previous Versions
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11/25/2020 7:13:19 AM
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11/25/2020 7:21:11 AM
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2.0.0
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Coming Soon
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