Vampiric Draught

GP300

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Description

This vial of vampire’s blood has been alchemically treated to act as a temporary bodily enhancement. For 1 hour after drinking this potion, you gain the following effects:

  • You regain 2d10 hit points at the start of each of your turns, provided you have at least 1 hit point remaining. If you start your turn in sunlight or running water, you instead take 2d10 radiant damage, regardless of your total hit points.
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free, and you have a climbing speed equal to your walking speed.
  • You can use a bonus action to cast the misty step spell, without expending a spell slot. You can use this property up to three times over the course of the potion’s duration.

You violently retch out the now-nonmagical blood at the end of the potion’s duration, at which point you must also make a DC 20 Constitution saving throw. On a failed save, you suffer one level of exhaustion, and for the next 24 hours, you are also considered an undead creature for the purpose of any effect that requires you to be undead to target or affect you with it, such as a protection from evil and good spell.

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