Blood Drinker
Weapon (glaive or halberd), very rare (requires attunement)
The blade of this magic weapon is fashioned from the beak of a pitcrow, a nomad of the lower planes that feasts on the flesh and blood of fallen and wounded fiends. This polearm is able to pierce the flesh of wounded foes and absorb their blood, transferring the life force to its wielder.
Siphon. When you hit a creature that has blood with a melee attack using this weapon and reduce the creature to half its maximum hit points or fewer, you can use a bonus action to cause the weapon to latch onto the creature and begin siphoning its blood. The creature is grappled (escape DC 16). While it is grappled, the creature takes 4d6 necrotic damage at the start of each of its turns and you can’t use Blood Drinker to attack another target. You must hold onto Blood Drinker with at least one hand to maintain the grapple; if you let go of Blood Drinker with both hands, the grapple ends. When you deal necrotic damage in this way, you are healed for half the amount of necrotic damage dealt. Once you activate this property, you can’t do so again until the following dawn.
SoarBones. You can use this weapon to cast the phantom steed spell. The weapon grows skeletal wings and feet, turning into a vicious looking crow named SoarBones. In addition to the steed’s normal statistics, it has a fly speed equal to its walking speed. Once you have used this property, you can’t do so again until the following dawn. Uncommon variant: Reduce the DC to 13 and the damage to 2d4. Remove the SoarBones property.
Rare variant: Reduce the DC to 15 and the damage to 3d6. Remove the SoarBones property.
Legendary variant: Increase the DC to 17 and the damage to 4d8. SoarBones can be used at will. While you hold this weapon you have resistance to necrotic damage.
Optional Rule: Grapple Breaking
In the standard 5e rule, you must use a full action to attempt to break all the grapples your character is currently experiencing. Using this optional rule, when a creature takes the Attack action, it can replace any number of attacks granted to it by the attack action with an attempt to break a single grapple it is experiencing. FOr example, a creature with the Extra Attack feature can try to break two separate grapples, or can try to break one grapple twice, when it takes the Attack action.
The blade of this magic weapon is fashioned from the beak of a pitcrow, a nomad of the lower planes that feasts on the flesh and blood of fallen and wounded fiends. This polearm is able to pierce the flesh of wounded foes and absorb their blood, transferring the life force to its wielder.
Siphon. When you hit a creature that has blood with a melee attack using this weapon and reduce the creature to half its maximum hit points or fewer, you can use a bonus action to cause the weapon to latch onto the creature and begin siphoning its blood. The creature is grappled (escape DC 16). While it is grappled, the creature takes 4d6 necrotic damage at the start of each of its turns and you can’t use Blood Drinker to attack another target. You must hold onto Blood Drinker with at least one hand to maintain the grapple; if you let go of Blood Drinker with both hands, the grapple ends. When you deal necrotic damage in this way, you are healed for half the amount of necrotic damage dealt. Once you activate this property, you can’t do so again until the following dawn.
SoarBones. You can use this weapon to cast the phantom steed spell. The weapon grows skeletal wings and feet, turning into a vicious looking crow named SoarBones. In addition to the steed’s normal statistics, it has a fly speed equal to its walking speed. Once you have used this property, you can’t do so again until the following dawn. Uncommon variant: Reduce the DC to 13 and the damage to 2d4. Remove the SoarBones property.
Rare variant: Reduce the DC to 15 and the damage to 3d6. Remove the SoarBones property.
Legendary variant: Increase the DC to 17 and the damage to 4d8. SoarBones can be used at will. While you hold this weapon you have resistance to necrotic damage.
Optional Rule: Grapple Breaking
In the standard 5e rule, you must use a full action to attempt to break all the grapples your character is currently experiencing. Using this optional rule, when a creature takes the Attack action, it can replace any number of attacks granted to it by the attack action with an attempt to break a single grapple it is experiencing. FOr example, a creature with the Extra Attack feature can try to break two separate grapples, or can try to break one grapple twice, when it takes the Attack action.
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