Bloods Wrath (5e Equipment)
Weapon (bow), legendary (requires attunement) A weapon of mass destruction. This bow has a +3 to attack and damage rolls. It does an additional 1d10 fire damage on a hit. The bow never runs out of arrows. While you are attuned to hit you gain an additional +5 to your movement speed. When an ability says that it has charges those charges are for it and it alone. You can't use them for other abilities. All charges are regained after a long rest. Blood shot Once per turn you can make your next attack have disadvantage. If you hit you also gain health equal to the damage done. More Speed This ability has three charges. For each charge you use, you add +5 to your speed until the end of your next turn. Sacrifice for speed. This ability has three charges. For each charge you use, you can make an additional ranged attack. All additional attacks gained in this way have disadvantage. Roll a d6 and subtract it from your health for each charge used. Infusion This ability has three charges. For each charge you use, you add 1d8 necrotic damage to the damage roll. You must roll a d4 and subtract it from your health for each charge used. Bloody Hellfire This ability has 4 charges. You can spend one charge per turn. When you use a charge select a 120ft radius in your line of sight. Any enemy creatures in the radius must roll a dc21 dexterity saving throw or take 7d10 fire damage. Any creatures that are immune to fire damage are resistant and any creatures who are resistant take full damage. Let it rain This ability has 1 charge. When you use it you select a 200ft radius that ou can see. All creatures in that area must succeed on a dc23 Dexterity saving throw or take 20d10 force damage on a failed save and half on a success. After you use this ability your health points drop to 1. This attack regains its charges after 3 long rest passes for the user. |
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