**Properties:**
- *Attunement:* To attune to the wine glass of Bloodforge Shapes, the user must willingly spill a few drops of their blood into the glass and speak the command word, unlocking its magical properties.
- *Blood Infusion:* As an action, the attuned user can choose to spill 1d4 (or higher) hit points of their own blood into the wine glass. The wine glass retains the blood until the user decides to activate its transformation ability.
- *Shape Transformation:* Once the wine glass of Bloodforged Shapes is filled with blood, the attuned user can spend an action to transform it into a melee or ranged weapon of their choice. The user takes additional damage based on the type of weapon chosen.
**Weapon Types:**
- **Dagger:**
- *Damage:* 1d4 piercing
- *Additional Damage:* +1d6 (user takes 1d6 damage)
- **Shortsword:**
- *Damage:* 1d6 slashing
- *Additional Damage:* +1d8 (user takes 1d8 damage)
- **Longsword:**
- *Damage:* 1d8 slashing
- *Additional Damage:* +1d10 (user takes 1d10 damage)
- **Greatsword:**
- *Damage:* 2d6 slashing
- *Additional Damage:* +2d8 (user takes 2d8 damage)
- **Shortbow:**
- *Damage:* 1d6 piercing
- *Additional Damage:* +1d8 (user takes 1d8 damage)
- **Longbow:**
- *Damage:* 1d8 piercing
- *Additional Damage:* +1d10 (user takes 1d10 damage)
- **Crossbow, Hand:**
- *Damage:* 1d4 piercing
- *Additional Damage:* +1d6 (user takes 1d6 damage)
- **Crossbow, Heavy:**
- *Damage:* 1d10 piercing
- *Additional Damage:* +2d6 (user takes 2d6 damage)
**Empowering Effect:**
- When the wine glass of Bloodforged Shapes is used to deliver the finishing blow to a creature, the user gains temporary hit points equal to the additional damage taken by them during the transformation.
**Special Properties:**
- The wine glass of Bloodforged Shapes retains the appearance of a finely crafted wine glass even when transformed into a weapon.
- The user can revert the weapon back into a wine glass as a bonus action.
**Curse:**
- The wine glass of Bloodforged Shapes, while a powerful tool, has an insidious side effect. Each time the user infuses the wine glass with their blood and transforms it into a weapon, they become temporarily susceptible to the echoes of the weapon's past. The memories of battles fought and lives ended by the weapon manifest in haunting whispers that only the attuned user can hear.
- After each use, the user must make a Wisdom saving throw (DC 12). On a failed save, they are haunted by vivid and unsettling nightmares for the next 24 hours, imposing disadvantage on Wisdom saving throws and Intelligence-based ability checks. These dreams are the residual memories of the weapon, and the user experiences the emotions and thoughts of those who fell victim to it.
- The only way to break this curse is to learn about the weapon's history and, through a special ritual, reconcile with the spirits trapped within. This might involve seeking out the weapon's origin, discovering its past wielders, or finding a way to put the souls to rest. Until the curse is lifted, the user risks not only physical harm but also psychological torment with each use of the wine glass.
Proficiency with a Dagger 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: Combat, Finesse, Light, Thrown, Nick
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