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Bloodletter Opener

Weapon (dagger), uncommon
  Dripping with sanguine liquid, bloodletters were used to help flush out debilitating veinworms, a plague throughout the Remembered Realms, in a practice called bloodflushing. This operation could be extremely traumatic. Thus magical bloodletters—ones that retained a part of the host’s blood in a reservoir to be fortified and augmented—were developed to help restore life should the operation be unsuccessful.
  This weapon has 5 charges and regains 1d4 + 1 expended charges daily at dawn.
  As an action you can use the bloodletter opener to draw blood from a willing creature. Alternatively, when you hit a creature with a weapon attack using the bloodletter opener, you can, if the creature contains blood, draw some of the blood into the weapon’s reservoir as a bonus action. You can then spend 1 charge (no action required) to either corrupt or augment the blood, by flicking a switch on the dagger’s handle. The blood becomes corrupted/augmented at the start of your next turn, and remains so until you finish a long rest.
  Augment. The blood becomes enhanced with healing properties. As an action, you can inject the blood into the creature from whom it was extracted. The creature regains 2d4 hit points and its speed increases by 15 feet for the next minute.
  Corrupt. The blood becomes corrupted into a poison bespoke to the creature from whom it was extracted. When you hit a creature with a bloodletter opener that contains that creature’s corrupted blood, you can inject the bloodletter’s contents into the creature (no action required). The creature must make a DC 13 Constitution saving throw. On a failure, the creature takes 2d10 poison damage and is poisoned until the end of its next turn. On a success, the creature takes half as much damage and isn’t poisoned.
  Rare variant: Increase the hit points restored by Augment to 3d4. In addition, the target gains the benefits of the haste spell until the end of its next turn (it does not suffer the wave of lethargy). Increase Corrupt’s DC to 15 and the damage to 3d10.
  Very rare variant: Increase the hit points restored by Augment to 4d4. In addition, the target gains the benefits of the haste spell for the next minute (it does not suffer the wave of lethargy at the end). Increase Corrupt’s DC to 16 and the damage to 4d10.

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