Bloodwrack. Creatures within 10 ft. of the wrackspawn that are hostile to it, and missing more than half of their maximum hit points make all saving throws with disadvantage.
Bone Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw. On a failure, targets are inflicted with a curse that makes their muscles lethergic for 1 hour. While cursed in this way, they only deal half damage with all weapon and spell attacks. The effect ends early if this broken wrackspawn dies, or if the target is the recipient of a remove curse spell.
Spiked Spine Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 +3) slashing damage, and the target gains one blood die (see description).
Description
Blood Dice
Blood dice are tracked for each creature individually and they represent wounds that are quickly losing blood. As such, constructs, undead, and most elementals can not gain blood dice. Likewise, certain traits such as the Regeneration feature of a Troll may automatically remove a blood die at the start of that creature's turn. Such specifics are up to the GM's discretion.
The blood dice of any creature is the size of their hit dice, for example a wizard's blood die is a d6, while the blood dice of a fighter or paladin would be d10s. Creatures roll the amount of blood dice they have at the start of their turn, and take that amount of necrotic damage. This hit point loss can not be reduced in any way, unless a creature has a body that can't bleed. If this reduces a creatures hit points to 0, that creature dies from blood loss.
If a creature starts their turn with a number of blood dice equal to or exceeding their total maximum hit dice, they drop unconscious at 0 hit points automatically, and lose one death saving throw at the end of their following turns, as long as they have any blood dice still. In the event this happens, they retain their blood dice that they had, but do not take damage from them.
Reducing the bleeding and staunching blood dice can be done in a handful of ways, however one might actually stop bleeding. At the end of an affected creature's turns, they can make a Constitution saving throw(DC = 10 + the number of blood dice they currently have) to remove one blood dice that they are afflicted with. Anyone can use their action with a healer's kit, while they are within reach of an affected creature, to remove a blood die from them if they succeed a Medicine check using the same DC as above.
However, magical healing is the best option for a creature that is bleeding out. When a creature with blood dice is the target of magical healing, they can remove a number of their blood dice equal to the level of the spell used, or a number of them for each 10 hit points they recovered from the healing, whichever number is higher. As the DM, you could also decide that certain features, like the Second Wind of a fighter, or even the Rage of a barbarian automatically remove one blood die when used.
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