Bloodbound Tattoos | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Excal-heim

Bloodbound Tattoos

Wondrous Item

Varies

General rules

  • Your body can only gain a new Bloodbound tattoo once every 5 levels.
  • Using 1 Bloodbound tattoo costs # hit dice. The effects last for 1 hour.
  • # is listed after the tattoo's name.
  • Offensive tattoos only apply to damage dealt by a weapon.
  • Damage or injury doesn't impair the tattoo's function, even if it's defaced.
  • The tattoo(s) will appear in the appropriate place on any form/body the user inhabits.
  • ie: clones, polymorph, and/or regrown limbs will have the tattoo(s).
  • Defensive

  • Duck and weave (1) You can use the Dodge action as a free action.
  • Knight (1) You can choose to guard at the end of your turn, gaining +2 AC.
  • Mountain (1) You gain advantage against being knocked prone or stunned.
  • Grand aegis (2) If you are holding a shield, add your proficiency bonus to your AC.
  • Protection (2) As a reaction, you can use your AC to defend a creature within 5 ft.
  • Berserk (3) Delay all damage dealt to you for 3 turns.
  • Offensive

  • Duelist (1) you can sacrifice your extra attack to gain a +3 to hit.
  • Vengeance (1) When you take damage, you deal double damage on your next attack.
  • Vital strike (1) Rolling an 18, 19, or 20 on an attack counts as a critical hit.
  • Grand cleave (2) Add your proficiency bonus to weapons damage.
  • True strike (2) Double your proficiency bonus on attack rolls.
  • Life drinker (3) Regain HP equal to ½ the damage you dealt at the end of your turn.

  • Cost: 600 gp for tier 1, 1,200 gp for tier 2, 2,400 gp for tier 3.


    Created by

    stormgate_dnd.

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