While you hold this magic staff decorated with images of blood and bats, you have resistance to necrotic and poison damage, and you gain 10 temporary hit points whenever you start your turn and you aren't in sunlight. You lose these temporary hit points if you enter sunlight, take any radiant damage, or stop holding the staff.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a 20. On a 20, the staff regains 1d12 + 1 charges.
Drain Blood. While holding the staff, you can use an action to expend up to 5 charges to drain blood from the corpse of a dead creature that you can see within 60 feet. If the creature died less than 24 hours ago, you regain 5 hit points and one expended hit die for each charge spent on this action.
Hematurgy. While holding the staff, you can use a bonus action to expend up to 5 charges and spill your own blood, spending up to the same number of hit dice. Instead of healing you take 1d8 necrotic damage per hit die expended that ignores resistance and immunity. The damage does not provoke saving throws to maintain concentration. The next spell you cast this turn is also a Blood spell in addition to its other schools and does not require a spell slot if it would normally expend a spell slot of a level equal to or less than the number of hit dice you expended. If the casting time is 1 bonus action, you can cast the spell as part of using this property.
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: blood extraction (new) (6th-level, 6 charges), conjure animals (only bats, rats, or wolves; 3 charges), death ward (4 charges), dominate person (5 charges), geas (5 charges), hemorrhage (new) (4 charges), infuse blood (new) (2 charges), mass suggestion (6 charges), or vampiric touch (7th-level version, 7 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: blood reading (new), calm emotions, darkness, gaseous form, gore spike (new), spider climb, suggestion, or thaumaturgy.
Vampiric Consumption. You can spend 8 hours undergoing a special ritual with the staff as if you were casting a ritual spell. Once completed, the staff is permanently destroyed, releasing powerful blood magic that infuses your body. You become a vampire, following the rules described on page 295 of the Monster Manual, and your type changes to undead. While you are a vampire, your maximum hit points are also increased by an amount equal to the number of charges remaining in the staff when the ritual was completed.
Notes: Resistance: Necrotic, Resistance: Poison, Bard, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Deception, Warding, enchantment
Comments