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Theneia, Kylix of Pharika

Artifact (requires attunement)   Theneia is a sacred artifact, said to be a gift from Pharika, godess of Affliction. Crafted from shimmering crystal and adorned with intricate symbols representing the delicate balance between healing and poison, the Kylix radiates a soothing aura of serenity.   Wisdom of the Apothecary. When you expend a Hit Die during a short rest to regain hit points, you roll an additional Hit Die and regain hit points equal to the total rolled.   Cleansing Affliction. As an action, you can pour a small amount of liquid into the cup and speak a command word to activate its cleansing properties. The cup purifies any liquid poured into it, removing any harmful toxins, poisons, or diseases. The liquid becomes safe for consumption. When consumed, it grants temporary resistance to poison damage and advantage on saving throws against diseases and poisons for 1 hour.     The Snake God's Gift. If you are a worshiper of Pharika, you gain all the following benefits for which you have the required piety:   Piety 10+
  • The Kylix grants a +1 bonus to spell attack rolls and to saving throws of your spells.
  • You are immune to poison and disease.
  • Healing spells you cast remove diseases and poisons and the rolled result is maximized.
  •   Piety 25+
  • The cup grants an additional +1 bonus to spell attack rolls and to saving throws of your spells.
  • Abilities and Spells you cast that deal poison damage deal an additional 1d6 poison damage.
  • The Kylix has 1 randomly determined minor beneficial property.
  •   Piety 50+
  • The cup grants an additional +1 bonus to spell attack rolls and to saving throws of your spells.
  • Abilities and Spells you cast that deal poison damage deal an additional 1d6 poison damage.
  • The Kylix has 1 randomly determined major beneficial property.
  •   If you aren't a worshiper of Pharika, the Kylix has 1 minor detrimental property and 1 major detrimental property, both randomly determined.   See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.   Brewing Poisons (Requires Level 12 or Piety 10+). During a short rest, you can use the cup to create a dose one of the following poisons. The DC for each poison is 18. Truth Serum, Narcotic Gas or Serpent Venom.   Medusa's Gaze (Requires Level Level 15 or Piety 25+). You may cast the Flesh to Stone spell from the cup without using any components. The target must be able to see your eyes and can't be surprised. Once used, this property of the cup can't be used again until the next dusk.   Surge of Vitality (Requires Level 17 or Piety 50+). You can cast the Mass Heal spell from the cup, but it has a casting time of 10 minutes. Once used, this property of the cup can't be used again until the next dusk.   Destroying the Kylix. To destroy Theneia, both its healing and poisonous properties must be destroyed. The Kylix must be immersed in Hydras Poison for a week and then be trown into an active vulcano. The Kylix will melt in the lava, its essence will dissipate, and its powers are lost forever.   Truth Serum
    A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.   Narcotic Gas
    A glass vial filled with this gas may be thrown up to 45 ft. On impact it shatters and releases the gas. Roll 20d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Creatures that don't need to breathe like Undead or Constructs are immune to the gas.   Serpent Venom
    A creature subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. A dose of this poison can be applied to a weapon that deals slashing or piercing damage as an action. On dose lasts for three successful attacks. The damage of this poison increases with your piety level
    Item type
    Unique Artifact

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