Necromantic Elixirs

Necromantic Elixirs:

Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).

Costs 15 doses of sirablood

Arcana check DC 10 to create an experimental elixir

CON save DC 10 + number of days you have ever used sirablood in this way or you go mad (short term madness). (You still get the effects of the elixir).

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