Essence of Serenity (3.5e Feat)

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Essence of Serenity [General] Allows the creation of potions or injections that grant mental fortitude and tranquility by infusing life essence at the cost of HP.

Prerequisite: 3rd level

Benefit: By sacrificing 10 hit points of your own or another's blood, you can infuse it with calming magic to create a temporary booster (pill, potion, syringe, etc.) that grants mental clarity for 24 hours. Each booster enhances resistance to mental effects while reducing physical effectiveness. Effects stack with each infusion up to 400 HP, with increased mental benefits and drawbacks. (If multiple boosters are taken at once, both duration and negative effects increase accordingly; for example, taking 4 boosters grants effects for 4 days, with intensified side effects.)

- Infusion Effects: For every 10 hit points sacrificed, the booster reduces Strength and Dexterity by -1, lowers Base Attack Bonus by -1, and grants increasing mental clarity, with effects intensifying with each additional infusion.

 - Psychological Uplift: Infusions promote resilience and clarity, granting the following effects (chosen randomly or at DM discretion):
 
   - Clarity of Thought: Advantage on Intelligence and Wisdom saving throws.
 
   - Emotional Resilience: Immunity to fear and charm effects, as well as advantage on saving throws against any mind-affecting condition.
 
   - Tranquil Mind: Resistance to psychic damage and advantage on Insight checks.
 
   - Positive Outlook: Immunity to despair and similar effects, making the user unaffected by spells or effects that impose despair or hopelessness for 24 hours.
 
   - Heightened Perception: Advantage on Concentration checks and a +2 bonus to passive Perception, enhancing mental focus.

- Dependency and Withdrawal: Repeated infusions may lead to dependency. If the user goes without an Essence of Serenity infusion for 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.

- Maximum Enhancement: Effects cap at 400 HP sacrificed, after which no additional mental benefits are gained. However, the negative physical effects and dependency continue to increase with each infusion.

Normal: Without this feat, characters cannot create serenity boosters by sacrificing hit points.

Special: Effects do not increase beyond the maximum HP limit; only duration and side effects continue to scale with additional infusions.


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