Essence Infused (3.5e Feat)
From D&D Wiki
Essence Infusion [General] Allows the creation of potions or injections that grant temporary stat boosts by infusing life essence at the cost of HP.
If you meet the other Requirements on taking this feat you also get to use this drug list https://www.dandwiki.com/wiki/Essence_Concoctions_(Drug_List)
Prerequisite: 3rd level
Benefit: By sacrificing 10 hit points of your own or another's blood, you can infuse it with strange magic to create a temporary booster (pill, potion, syringe, etc.) that grants beneficial effects for 24 hours. Each booster provides a +1 bonus to AC, a +1 Base Attack Bonus, and a +1 increase to your Strength modifier. Effects stack with each infusion up to 250 HP, but with significant drawbacks. (Both the time and stats can stack, but if you take multiple boosters at once, the side effects also stack. For example, taking 4 boosters grants the effects for 4 days but results in intensified side effects.)
- Infusion Limits: For every 40 hit points sacrificed, the booster also reduces Dexterity by -1 and impacts the user's sanity, with effects increasing at DM discretion. Additionally, at the cost of 40 HP, the user gains the following abilities:
- Conditional Flight: Allows the user to fly equal to their base movement speed. However, the flight only works if the user fully believes in their ability to fly. Any doubt or hesitation will cause the flight to cease immediately, with the user falling if airborne. - Sight-Based Teleportation: Allows the user to teleport anywhere within their line of sight, but only if they firmly believe they can teleport. If the user has any doubt, the teleportation fails instantly.
- Psychological Side Effects: With repeated or heavy usage, Essence Infusion takes a toll on the user's mind. Each infusion adds one of the following effects, chosen randomly or at the DM's discretion. If the same effect is applied multiple times, its intensity or frequency increases.
- Mild Paranoia: The user begins to feel others are watching them, even allies, causing Disadvantage on Wisdom (Insight) and Charisma (Persuasion) checks. - Auditory Hallucinations: The user hears faint whispers or unsettling noises that others cannot hear, which grow louder with each infusion, potentially distracting them in combat. - Visual Hallucinations: The user may see shadows or imagined creatures at the edge of their vision, leading to disadvantage on Perception checks and potential reactions to non-existent threats. - Insomnia: Sleep becomes restless and filled with strange visions, leading to exhaustion. After every two consecutive days of using Essence Infusion, the user must succeed on a DC 15 Constitution saving throw or gain one level of Exhaustion.
- Depression and Lethargy: The user begins to feel hopelessness or apathy, incurring a -2 penalty to Initiative rolls when under the effects of Essence Infusion.
- Compulsive Behavior: The user develops strange, compulsive habits, such as ritualistic checking or tapping, and suffers Disadvantage on Concentration checks if unable to perform these actions.
- Addiction and Dependency: Repeated infusions may lead to dependency. If the user does not use Essence Infusion every 48 hours, they must succeed on a DC 15 Wisdom saving throw or suffer Disadvantage on all mental ability checks (Intelligence, Wisdom, Charisma) for 24 hours due to withdrawal symptoms.
- Maximum Enhancement: The maximum enhancement is capped at 400 HP, at which point no additional stat benefits are gained. However, side effects, dependency, and mental drawbacks continue to escalate with each infusion.
Normal: Without this feat, characters cannot create such magical boosters by sacrificing hit points.
Special: Effects do not increase power-wise with each infusion beyond the maximum limit; only duration and side effects increase.
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