One handed.
A ghastly, crooked black obsidian sickle with red faintly glowing runes on either side. This weapon deals 1d6 slashing damage when not attuned, and 1d12 slashing damage + 1d6 force damage when attuned. This item has 4 charges once attuned that can be restored by taking a short rest, or partially restored by killing an ally.
Offering. This item regains half a charge by killing one ally that has blood and is not a familiar. Regain one hit point and gain 4 temporary hit points when performing a successful melee attack with this weapon on a target creature that is actively bleeding.
Exsanguinate - Spend one charge to slash at a target creature and deal an extra 1d12 slashing damage, causing the target creature to bleed for 3 turns, taking an additional 1d6 slashing damage each turn via blood loss.
Blood Frenzy - Spend three (3) charges and fly into a blood-crazed frenzy for 5 turns. While Frenzied, killing any creature with blood grants an additional melee attack. You must succeed a DC 15 wisdom saving throw for every additional attack after the first extra attack that you gain in this way, with your turn ending upon a failed saving throw. You take 1d4 psychic damage each turn you fail to kill a creature while Frenzied. Make any extra attacks you gain from other means before making extra attacks gained via Blood Frenzy.
"A good pawn gives their life for their king." - Duke Vís, Baron of Blood.
Proficiency with a Sickle 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.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Damage: Force, Damage: Slashing, process of taking a very loyal, trusting servant and ritually disembowling them with the sickle on an altar of stone, collecting their blood without spilling a drop, and drinking it mixed with red wine before an audience of at least three witnesses. The process requires utmost precision, and you must succeed a DC 10 sleight of hand check in order to perform the ritual correctly. Failing the ritual destroys the item, and causes you to lose 5 HP permanently., Combat, Light, Nick
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