You have a +3 bonus to attack and damage rolls made with this magic weapon.
Thorn of Torment is a lightweight, tetsubo style weapon with a special head designed to pierce armor and cause bleeding.
On attunement, Thorn of Torment has the versatile property, weighs 8lbs when used, and can release (2d4) number of spikes that regrow after 2 turns that each deal 1d4 piercing damage on a successful hit on a creature with medium to no armor.
Armor-Breaker. When you hit a creature wearing medium or heavy armor with this weapon, and you roll a 5 or below on the weapon's damage die, you may treat that damage die as if you had rolled a 5. After 6 successful hits with this weapon, and the creature's AC is 15 or less, the creature's armor is broken. If the creature's AC is above 15, increase the number of hits required to break armor by 1 hit per 1 point of AC.
Spiked Head. When you hit a creature wearing light or no armor with this weapon, and you roll a 17 or above on the weapon's DC, the creature must succeed on a Constitution saving throw, or else begin to bleed. When you roll a NAT 20, the creature begins to hemorrhage, and takes an additional 1d6 bleeding damage on hit.
Severity Levels
Level One Severity: If a you score an attack roll that is 1-3 higher than the creature's AC, then the wound is minor, the creature has 2 rounds before the bleeding stages come into effect. DC 12.
Level Two Severity: If you score an attack roll that is 4-7 higher than the creature's AC then the wound is moderate, the creature has 1 round before the bleeding stages come into effect. DC 16.
Level Three Severity: If you score an attack roll that is a critical then the wound is a hemorrhage, bleeding takes effect instantly. DC 19.
Stage of Bleeding
Every other round (12 seconds) that a creature is bleeding, they must succeed a Constitution saving throw (the DC is the one stated by the severity) or take 1D4+stage damage (the type of damage is the type that started the bleeding) and progress to the next stage.
Stage One: Blood starts coming out of the wound, causing you blood loss and dizziness. Your movement speed is reduced by 5.
Stage Two: Blood continues pouring out of the wound, causing you a high amount of pain. You cannot cast spells that require concentration. Any ranged attacks you make have disadvantage.
Stage Three: Blood loss blurs your vision, clouding your sight. You have disadvantage on attack rolls and on Passive Wisdom (Perception) checks relying on sight.
Stage Four: Enough blood is lost to make you fall unconscious.
Stage Five: The amount of blood loss causes you to die. (or the DM can decide you fall to 0 hit points and start rolling death saves instead)
Treatment
Bleeding can be cured with lesser restoration. If Bleeding is at stage 3 or higher, you will need greater restoration. If the weapon has a magical bonus to it, you need to cast a spell slot higher to heal it (eg. +3 longsword needs a lesser restoration of spell slot 5 or higher). Any effect that would stabilize a creature can be used to reduce Bleeding by 1 level.
Bleeding can also be cured if the creature being affected by it regains health by equal to or over the amount of damage that the attack that caused the bleeding dealt. For example, if a creature is hit with 17 damage and is bleeding from that attack if it regains 17 health or more the bleeding stops. Resting will not cure bleeding quick enough however and if a creature rests while bleeding it will still have to roll a Constitution saving every 12 seconds to see if it is affected by the next stage.
Finally, if the creature has succeeded on the saving throw three different times on the same stage, they do not need to make saves anymore, although the stages will persist until cured.
Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Bonus: Magic, Proficiency: Greatclub, Weapon Property: Light, Melee Weapon Attack: Bludgeoning, 3 monk elders. , Damage, Debuff, Combat, Two-Handed, Push
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