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## Blood of Ainz Wonderous Item, Artifact Housed in an enchanted vial with old divine magic, the liquid in this vial is a swirling mix of crimson, inky black, and a shimmering white as though light itself was liquefied and trapped inside along with the other components. A DC 25 Arcana check would reveal this vial to hold the blood of Ains, a god that was betrayed by his brethren and slain at the hands of mortals and his best friend. His undying hatred toward men and the divines and wish for vengeance came to life in the form of this vial of blood. Anyone within 5 ft of the vial may make an Arcana check to see the explosive runes lining the inside of the vial set to explode immediately upon contact with open air. Upon opening the vial without magical means, everyone within 20 ft of the vial must make a DC 20 Dexterity saving throw. Upon failure, they take 5d10 Force and 5d10 Fire damage as the contents of the vial explode, destroying the vial and sending everyone, including objects, hurtling 10ft. away from the vial and igniting their belonging and any objects caught in the blast, taking 1d6 Fire damage per round until extinguished. A series of lowering DC Arcana and Investigation checks on the vial will reveal the proper way to open it. Casting Hallow before opening the vial will leave the vial intact and the contents still within. There is enough inside the vial for 3 small sips or 1 gulp. Consuming a single sip grants the following properties. ___ **Blood of a God.** As you consume a mere sip of the divine blood, you can feel it altering you. * You gain 5 ft of Truesight * Use of the Command spell at level 1, once per long rest. * You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. Drinking the entire vial in one gulp benefits far greater properties, and far greater risk as you effectively manifest a shard of divinity within yourself. ___ **Too Much For A Mere Mortal.** When you ingest the blood of Ainz, you must make a DC 35 Constitution saving throw or die immediately. On a success, you take 24d6 psychic damage and 24d6 radiant damage as the full power and pain of Ainz's hatred overtakes you. This damage bypasses any resistances or immunities. * You gain 1 use of the Wish spell (as per pg. 288 of the PHB) * Truesight up to 15 feet * Raise all ability scores to a minimum of 14, and you gain 3 points that you may add to an ability score of your choice, not to exceed 30. * Use of the Command spell once per Long Rest, cast at Level 3 (as per pg. 223 of the PBH) ___ **Blood Ritual.** Your affinity to blood magic allows you to more easily and effectively consume and manifest the divine powers of Ainz from the blood. When you consume the powers of the blood of Ainz, you must make a DC 30 Constitution saving throw or die immediately. On a success, you take 16d6 psychic damage and 16d6 radiant damage as the power and pain of Ainz's hatred overtakes you. This damage bypasses any resistances or immunities. * You gain 1 use of the Wish spell (as per pg. 288 of the PHB) * Truesight up to 30 feet * Raise all ability scores to a minimum of 16, and you gain 4 points that you may add to an ability score of your choice, not to exceed 30. * Use of the Command spell 3 times per Long Rest, cast at Level 5 (as per pg. 223 of the PBH) If you die from taking the full dose of Ains' blood, you get no Death saving throws as your body is burnt to cinder and ash while rendering the vial empty and useless. Only a True Resurrection spell can bring you back.