User:Zhenra-Khal/Potential

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Author: Zhenra-Khal (talk)
Date Created: 10-21-2022
Status: Complete
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
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Potential 
Magic Potion, legendary

This dark liquid swirls with turquoise and violet glimmers. Those innately sensitive to magic or psionics will get an uneasy sensation from it, an eerie hum emanating from the elixir, as if it is alive - And it yearns.


A living creature that imbibes this alchemical concoction grows exponentially in power - And loses themselves in the rush. This potion has no effect on constructs or undead, unless they can benefit from restorative magic such as Cure Wounds. Upon taking a dose of Potential, the creature gains the following traits for 10 minutes:


Unstoppable Spark: When an attack or effect would reduce the user to 0 hit points, but not kill them outright, they can choose to remain at 1 hit point instead; Damage dealt by a critical hit, or by a spell or effect against which they rolled a 1 on their saving throw, bypasses this feature, as does damage that exceeds the creature's hit point maximum.
Each time this ability is used, it cumulatively and permanently increases the save DC of Potential Addiction by 1. A Greater Restoration spell, or a stronger curative such as Heal, can negate this penalty for 24 hours, but only a Wish or Power Word: Heal can remove it permanently.


Increased Potential: The creature gains a +2 bonus to all ability checks for the duration.


Perfect Fury: The creature is immune to the Charmed and Frightened conditions, but automatically fails all saving throws against effects that inflict the Goaded condition, and it cannot use any Legendary Resistances it may possess to negate the Goaded condition.


Madness of the New God: The creature cannot distinguish between friend or foe, regarding all creatures it can see as enemies until the effect ends, and pursues excitement and havoc above self-preservation. The creature must spend its turn attempting to attack, maim or otherwise harm a creature or object that it can see.
Whenever the creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
If the creature begins its turn in a location where it cannot see another creature, it spends its turn following the nearest perceptible trace of another creature, such as tracks, sound, or scent.


Legendary Resistance: While the effects of Potential persist, upon failing a saving throw, the creature can choose to succeed instead. You can use this benefit once for each dose of Potential currently in your system.


Legendary Action: The creature can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn. Spent Legendary Actions are regained at the start of each of the creature's turns. If a creature already possesses Legendary Actions from another source, its number of Legendary Actions is increased by 3, and it gains access to the options below in addition to any it already possesses.
  • Attack: The creature makes one weapon attack.
  • Move: The creature moves up to half of its movement speed.
  • Charge (Costs 2 Actions): The creature moves up to half of its movement speed, and makes one weapon attack, in no particular order.
  • Reaction (Costs 2 Actions): The creature regains the use of its Reaction.
  • Cantrip (Costs 2 Actions): The creature casts one cantrip it knows.
  • Spell (Costs 3 Actions): The creature casts one spell it knows of 1st level or higher.
  • Bonus Action (Costs 3 Actions): The creature takes one Bonus Action available to it.

Additional Doses[edit]

More than one dose of Potential can be imbibed at once; The benefits do not stack. For each dose after the first, the duration of the potion's effects extend by an additional 10 minute - Thus, drinking 6 doses of Potential would grant the above traits to the imbiber for 1 hour.

If a creature imbibes more than one dose of Potential at once, when the effects end, they must make one saving throw against Potential Addition for each dose they imbibed. Thus, if you drink 3 doses - Gaining the above benefits for 30 minutes - Then when it ends, you must make 3 separate saving throws against Potential Addiction.


Potential Addiction[edit]

When the benefits of Potential end for a creature, they must immediately make a Wisdom saving throw as they are overcome with the itch to feel that exhilarating rush again, as if life is now too dull to bear without this power flowing through their veins. The DC for this Potential Addiction saving throw is 10, plus 1 for each time the creature has ever chosen to use the Unstoppable Spark benefit granted by Potential. On a failed save, the creature gains 1 level of exhaustion, which cannot be removed by anything short of a Wish or Power Word: Heal; This exhaustion, however, is temporarily removed while under the effects of another dose of Potential.

However, if the creature succeeds the saving throw, the save DC of any Potential Addiction saving throws they must make in the future is cumulatively and permanently increased by 2. This increase in DC can never be removed, short of a Wish or greater power.