Awakened Grail
Bearers known to be bound to a grail-relic are often associated with semi-immortality and vigor. Their lifeforce is bound to a liquid container, the nectar produced providing a multitude of effects that its wielder can call upon. Those allies with a grail-bearer can find their health in good hands both in combat and in rest, a bearer's wonders capable of staving off diseases and death.

Art by OakSentinel!
Relic of Wonder
Upon taking this subclass at 3rd level, your relic appears as Tiny decanter; a goblet, waterskin, ornate skull, vial, or potion. Such a relic provides you the following benefits:
- You have advantage on saving throws against poisons and diseases, as well as against being poisoned.
- You can consume and administer consumable objects as a bonus action.
- You can stabilize a dying creature within 5 feet of you as a bonus action.
Cleansing Liquor
Also at 3rd level, your relic distills liquid lifeforce. Your relic's ichor is represented as a pool of d8s. The number of dice in the pool equals 1 + your bearer level.
As a bonus action, you can drink from your relic or allow a friendly creature within 5 feet of you to drink from it. You then expend a number of these dice, up to a maximum equal to your Constitution modifier (minimum of one die). Roll the expended dice and add them together. The target regains a number of hit points equal to the total + your Constitution modifier, and gains one the following benefits:
- They are cured of one poison or disease affecting them.
- Their movement speed increases by 10 feet until the end of their turn.
- They have advantage on the saving throw they make before the end of their next turn, and can immediately reroll a saving throw against a condition currently affecting them.
You can also splash your relic in a 10-foot radius instead of drinking from it. Doing so instead causes you and all friendly creatures within range to regain hit points equal to half the total rolled + your Constitution modifier.
If you spend these dice to heal yourself, you instead expend only half the dice you would have expended (rounded up).
Your pool regains all expended dice when you finish a long rest.
Till the Last Drop
At 6th level, your relic improves the passive healing of you and your allies. You count your hit dice as a d12 when rolling to regain hit points, and allies that finish a short rest with you treat their hit dice as one size larger when expending them to regain hit points (1d12 hit die becomes a 2d8).
Moreover, each time you activate a trigger, your next use of cleansing liquor gains an additional amount of d8s equal to half your proficiency bonus.
Ambrosial Wave
Starting at 10th level, you can summon a deluge of your relic's elixir to aid allies and harm foes. Upon activating your trigger or as an action, you can use your cleansing liquor feature to manifest a blessed wave. You can manifest this wave in one of the following ways of your choice:
- A 10-foot radius centered around you.
- A 30-foot cone originating from you.
- A 60-foot long, 5 foot wide line originating from you.
Any friendly creatures within this range, including yourself, gains the benefits of the feature as if they drank from your relic. Hostile creatures in the area must make a Constitution saving throw (DC= 8 + your proficiency bonus + your Constitution modifier), taking damage equal to the total rolled on a failed save, or half as much on a success.
Once you have used this feature, you can't use it again until you finish a short or long rest.
Crimson Rejuvenation
At 14th level, you can channel your lifeforce and those you slay to rejuvenate your relic. You gain the following:
- Once your pool of d8 drops to 0 dice, you can expend and roll one of your hit die. Doing so restores a number of d8 in your pool equal to half the roll (rounded up).
- When a creature within 30 feet of you would drop to 0 hit points, you can expend your reaction to regain a number of d8 in your pool equal to half the creature's CR (minimum of 1).
Once you have used one of these abilities, you can't use it again until you finish a long rest.
Relic of Miracles
Upon reaching 20th level, your relic has become a vessel for wondrous powers, granting the following benefits:
- Each time you start your turn below half your hit point maximum but not at 0 hit points, you regain 1d10 hit points.
- When restoring hit points to friendly creatures, you can reroll rolls of 1 or 2. You must use the new roll.

