Bleeding Lapel (5e Equipment)

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Wondrous item, legendary (major) (requires attunement)

This lapel takes the shape of any flower in any color as according to the whims of any creature wearing it, even in colors normally impossible for the type of flower the lapel appears to be. The center of the lapel is forever stained the rust-red color of either human blood or the blood of any creature wearing the lapel, if it has blood. Whenever you would take any amount of damage, you take 1 less damage, and whenever you would regain 1 or more hit points, you regain 1 additional hit point. In addition, your critical hits deal 4 additional damage for every 1/4 of your maximum hit points you are missing.

Absorption. If you would be reduced to 0 hit points by any amount of damage, including damage that would instantly kill you, you can reduce the damage taken to 0. Once you use this property, the lapel cannot be used in this way again until dawn the next day.

Bloodlust. Whenever you deal damage with a melee weapon to a creature that has blood and is at half its maximum hit points or less, you can choose to make the attack a critical hit. This property can also be used on creatures that don't specifically have blood, but still have some type of fluid or resource inside its body that is expelled when its exterior is damaged. Once you use this property, the lapel cannot be used in this way again until dawn the next day.

Frenzy. The lapel has 5 charges, and regains 1d4+1 expended charges daily at dawn. Whenever you take damage from a creature, you can use your reaction to expend 1 charge and make a melee weapon attack against that creature, provided it is within your weapon's reach. If you are at less than half your maximum hit points when you hit with this attack, you can reroll any number of the weapon's damage dice and use either total.


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