Sanguine Gem (5e Equipment)
Wondrous item, rare (minor) (requires attunement) The Sanguine Gem pulses with a deep crimson glow as if imbued with the very essence of life itself. This rare and potent gem, often found in the heart of ancient and forgotten caverns, carries an enchantment of unparalleled power. When embedded into an item, the Sanguine Gem grants the wielder the following abilities:
Crimson Shield Once per day, the bearer can invoke the gem's power to create a protective shield of crimson energy. This shield gives the user a +5 ac for 4 rounds. After the 4 rounds are up the player can use it even longer for 1-2 hp per round (use a coin flip to determine if it's 1-2 points of damage). Blood Bond In times of great need, the Sanguine Gem allows the bearer to forge a temporary bond with an ally. By touching the gem to an ally’s skin, both the bearer and the ally share a portion of each other's vitality, redistributing hit points between them as needed. This bond can be formed once per day and lasts for up to one hour. Blood Pact The wielder can forge a blood pact with another willing creature, linking their life forces together. Both participants gain a +2 bonus to AC and saving throws while they remain within 60 feet of each other. If one participant falls to 0 hit points, the other can sacrifice their own hit points to stabilize them (sacrificing hit points equal to the amount needed to bring the fallen ally to 1 hit point). Hemorrhage Strike When attacking with a weapon adorned with the Sanguine Gem, the wielder can channel the gem's power to inflict a grievous wound. Once per short rest, the wielder can choose to deal an additional 2d6 necrotic damage with a successful hit. The target must then succeed on a Constitution saving throw (dc16) or suffer from continuous bleeding, taking 1d6 necrotic damage at the start of each of its turns for 5 rounds or until the player receives healing. Sanguine Reverberation The Sanguine Gem can store the life essence of a defeated foe and can only store 3 essences and must be lower than 3 levels (optional rule: every 2 levels you can choose between +1 essence or +1 monster level you can capture). Once per long rest, the bearer can release this stored essence to summon a spectral echo of the defeated enemy that fights alongside them for 1d10 rounds. The echo has the same abilities and hit points as the foe did in life. The Sanguine Gem is not without its dangers, however. The intense energy within the gem can sometimes overwhelm the bearer, causing brief moments of dizziness and fatigue. Only those with a strong will and unwavering determination can truly harness its full potential. |
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