Azganathar's Blood Ruby is a dark, blood-red gem that glows with an eerie, pulsating light. This crystal is a relic from an ancient vampire researcher. There is very little known about her other than the fact that she discovered the various ways you can manipulate ectoplasm and even invented blood steel.
Created by the legendary vampire researcher Asgar, the Viremoon Blood Sage. the Blood Ruby is a testament to her experiments, The Blood Ruby was her magnum opes and even though some of her research persists the exact detail on how and why the Blood Ruby was made remains unknown, no one knows if other Blood Rubies exist, if they do they've yet to be found.
When you attune the Blood Ruby embed itself somewhere on your body. While attuned the only way to unattune is to cut off the part of your body where the Ruby is embedded otherwise, nothing less of a wish spell can remove it.
When you first attune to the Blood Ruby it has 10 charges that cannot replenish other than the way later described.
While attuned you gain the following abilities:
Blood collection: Whenever a creature with blood within 20 feet of you takes piercing or slashing damage you gain charges equal to half of the damage taken.
Convergence: As a bonus action you may sacrifice hp to gain charges. The hp sacrificed must be twice the amount of desired charges for example, if you want to gain 4 charges you'll have to sacrifice 8 hp.
Hemokineisis: As an action you choose a portion of fresh blood that you can see within 20 feet, which fits into a 5 foot cube additionally, you may spend one charge to create the requisite amount to use in the following ways:
-You move the fresh blood 5 feet and can cause shapes to appear by hardening the blood. these shapes have a AC of 14 and HP of 1. If the HP ever reaches 0 the shape shatters otherwise, the shape remains for 1 hour at which point it shatters as well.
-If the blood you target is on the ground you may turn 5 feet of the bloody ground into difficult terrain or, that difficult terrain back into regular terrain.
-You may spend an additional charge to sprout spikes out of any bloody surface you can see within 20 feet of you. Whenever a creature touches or walks upon a spiky surface they must succeed a DC 15 dexterity saving throw or take 2 piercing damage. The spikes last for 1 hour before they disappear.
If you use this ability multiple times you may only have 2 effects active at the same time.
Piercing Shot: As an action you can expend 4 charges to cause a 30 foot long line made of sharpened, condensed blood that is around 2 inches in diameter to shoot out from a bloody area or from yourself towards a target that you can see, you may not have the line originate from a living creature. Every creature in the line must succeed a DC 17 dexterity saving throw or take 3d6 piercing damage. A creature in the line that is 5 feet away from the lines origin makes this save at disadvantage.
Supernova: As an action you may create 1-4 small, condensed balls of blood appear anywhere within 20 feet of you that levitate 5 feet above the ground. Each of these balls cost 2 charges to conjure. As a bonus action you can move any number of balls 15 feet in any direction. The balls explode when they come in contact with an object, or when a creature you designate moves within 5 feet of one of the balls dealing 2d4 force damage additionally, a creature hit by an exploding ball must succeed a DC 15 constitution saving throw or be unable to take reaction until the start of its next turn.
As a bonus action you may cause any number of balls to dissipate, if any balls you dissipate are within 20 feet of you, you gain 1 charge for every ball otherwise, the balls dissipate after 1 minute and you would not gain any charges if they are within 20 feet of you.
Additionally, If a creature desires to hit the ball with an attack to cause it to explode early they attack as if the ball had an AC of 16
Blood surge: As a bonus action you may expend 10 charges to activate Blood Surge. While surging a blood-red mark appears somewhere of your body, roll 1d6 to determine where the mark appears.
1-2: The entire length of one or both arms.
3-4: Around one or both eyes.
5-6: Where the ruby is embedded.
While surging you gain the following benefits:
-All damage caused by Piercing shot, Supernova, and Hemokineisis increases by 1d6.
-You gain advantage on all dexterity saving throws.
-You gain 2d8+6 temporary hit points.
-You may spend twice the amount of charges to fire a second line from Piercing Shot as a bonus action additionally, the 1-4 limit on Supernova no longer applies.
You may end the surge early as a bonus action otherwise, it ends after 1 minute. Once the surge ends you take 3d10 necrotic damage, this damage ignore resistances and immunities and cannot be reduced by any way additionally, if the damage dealt this way is less than 15, it is rounded up to 15.
You may not surge again until you complete a long rest.
Curse
Once attuned, you suffer from an insatiable hunger for fresh blood, this hunger is so intense that if you don't ingest at least 1 liter per day you suffer one level of exhaustion. You may only gain 5 levels of exhaustion this way.
Comments