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Blood Blade: Horizon (3.

5 Equipment)
Blood Blade: Horizon; the sword wielded by Lessia of the Wererats Stats: Martial One-Handed Melee 1820/2 Critical: Range Increment: Slashing Type: 20 Hardness: HP: 25 Attuned Damage: 1d12 Non-attuned Damage: 1d8 Material: Adamantite (20 hardness) blood-grooved blade Appearance:A dark-red (if attuned, blued Adamantite if not attuned)Adamantite blood-grooved blade, winged Mithral cross-guard, leather-wrapped hilt, and a Mithral eye-shaped pommel. Attunement: Each wielder must infuse the blade with their own blood before they can use the blades special properties. The wielder must initially blood the blade by sacrificing 10HP and make a Will DC 18 saving throw. If saving throw successful, the wielder has dominated the blade with their blood and are now attuned. If the saving throw failed, the blade took the blood and rejected the wielder, causing unconsciousness for 1d4 rounds. The wielder may try again by starting over at the beginning. Whether successful or failed the wielder still loses the initial 10HP. Note: At wielders death the blades color drains from red and turns the color of the blade material. Special: The blade is attuned to the wielder and can be enhanced through the sacrificing of wielders blood, called blooding the blade.Wielder can as a swift action blood the blade and infuse the blade with their own blood at a cost of 1HP per +1 enhancement, up to +5 enhancement bonus maximum. Whether attack fails or succeeds, the enhancement is used up after the attack, but can be infused again by blooding the blade for next attack. Once per encounter, the wielder may blood the blade with 10HP for a +3d6 enhancement. Whether attack fails or succeeds, the enhancement is used up after the attack. On any successful blooding the blade attackthe wielder gains HP equal to half the damage done, rounded down if uneven, but only up to their maximum HP. (Example: A character has 60HP, bloods the blade for +5 and does 13 damage. Before attack they are at 55HP, but a successful attack of 13 damage gives them +6HP (half damage done, rounded down). They are back to 60HP, not 61HP.)

Created by Nathan L Morrison, 06/10/11 for a D&D 3.5e Campaign

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