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Published by goroiamanuci, 2023-04-12 11:13:30

Bleeding _ GM Binder

Bleeding _ GM Binder

New Condition: Bleeding When an attack or ability deals bleed damage, a creature gains the bleeding condition. While a creature has the bleeding conditionm it is subject to the following: At the start of each of its turns, the creature takes the bleed damage again. Unless otherwise stated, the damage the creature takes is reduced by 1 for each subsequent turn that the creature remains under this condition. Unless otherwise stated, this condition ends when the amount of damage the creature would take becomes 0, the creature receives any magical healing, or a creature uses their action to make a Wisdom (Medicine) check with a DC equal to 10 + the bleeding condition's number. The bleeding condition cannot stack, but instead when a new bleeding effect is applied, the bleeding condition's number becomes the higher of the two. A creature at 0 hit points that is bleeding makes their death saving throws with disadvantage. On a natural 20, the bleeding stops and the creature gains 1 hit point. New Magic Weapon Rending Weapon Weapon (any piercing, or slashing), very rare When you hit a creature with this weapon, it takes an additional 2d6 bleed damage. Revised Spells Anticoagulate 4th-level transmutation Casting Time: 1 action Range: touch Components: S, M (a powerful anticoagulant worth 100 GP, which is consumed as it is applied to a blade) Duration: 1 minute Classes: Druid, Ranger, Sorcerer, Warlock, Witch Knight, Wizard You strike out at a creature you can touch. Make a melee spell attack against the target. On a hit, the creature takes 4d8 points of bleed damage and is poisoned for the duration. While poisoned by this spell, the target may not stop bleeding, and the amount taken every turn does not lessen. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the attack increases by 2d8 and the damage taken at the beginning of each of its turns increases by 1d8 for every two slot levels above fourth. Barbed Chains 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a chain doused with fresh blood) Duration: Concentration, up to 1 minute Classes: Artificer, Cleric, Paladin, Rift Binder, Warlock, Witch Knight, Wizard You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell's range. Make a melee spell attack, if the attack hits the creature, the creature takes 1d8 slashing damage. The creature must then make a strength saving throw or be grappled for the duration of the spell. The creature can make a Strength (Athletics) or Dexterity (Acrobatics) check on each of its turns to escape. If a creature starts its turn grappled by the chains it takes 1d8 points of bleed damage. As a bonus action, You can command the chains to release a creature or, if they are not grappling a creature, attack a new target. At Higher Levels. If you cast this spell with a spell slot of 2nd level or higher, you can summon 1 additional chain per caster level. These additional chains can target another creature within 30 feet of another target or the same target. If two or more chains successfully hit a creature it makes its saving throw and checks to escape at disadvantage. If a creature is starts its turn grappled by the chains it takes 1d8 points of bleed damage for each chain grappling it. New Spell Rending Smite 2nd-level necromancy Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute Class: Paladin The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 bleed damage. The bleeding cannot be removed, nor reduces for the duration of this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bleed damage dealt by the attack increases by 1d6 for each slot level above 2nd. Bleed Immunity The following list is a quick and easy way for DMs to determine if a pre-existing monster would be immune to the bleeding condition: Constructs, except the homonculus Elementals Oozes Undead Any creature with regeneration (while it is active) This list does not declare that the creature type is inherently immune to the condition, just that creatures of that type likely are. Credits Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter. M M D


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