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Tuesday Magic Item – Medallion of Sanguine Strength

9 October, 2018

Amulets“I do not like how that noble is always there when the cattle are slaughtered,” said Voddick, watching said noble over his mug of ale.

“That is wise,” agreed Gollaon.  “I am fairly certain the amulet they wear is a necrourgic item of some power.”

“Now that is even more troubling.”

“Agreed.  A willingness to use such power indicates a dangerous thirst for power.”

Medallion of Sanguine Strength

Before they are charged, these medallions are clear glass, usually with a few sigil etched upon them, when charged they become colorful, almost always red, even glowing if the charge is powerful enough.

The medallion’s one power while it is uncharged in an increased sensitivity to the scent of blood, gaining a +4 competence bonus to Perception checks to notice or identity blood or use blood to track.

The medallion is charged by dipping it into the blood of a creature (standard action) slain in the last two rounds.  Once charged, the wearer gains a +1 competence bonus to Fortitude saves and can (as a free action) gain the following:

  • Temporary hit points equal to the hit dice of the being the blood was taken from with a bonus of two hit point per size category larger than tiny the being was (two for small, four for medium and so on).
  • A +2 enhancement bonus to one of the wearer’s physical abilities (Strength, Dexterity, or Constitution) but only if the being has a higher score in the ability the wearer wants to improve (no Strength bonus from a rat for example).
  • If the creature had resistance to an energy type or DR, the wearer may gain one of these at half effect but only if they were the one who made the killing blow.

The effects lasts for 2d4 rounds + the number of hit dice of the being that charged it.  After which is is no longer charged and requires at least eight hours before it can be recharged.

Aura moderate necrourgy; CL 5th
Slot neck; Price 4,500; Weight
Construction Requirements
Craft Wondrous Items, bear’s endurance, vampiric touch; Cost 2,250

For D&D 5E:

Wondrous item (medallion), rare (requires attunement)

First paragraph as above.

The medallion’s one power while it is uncharged in an increased sensitivity to the scent of blood, gaining advantage on Wisdom (Perception) rolls to notice or identity blood or use blood to track.

The medallion is charged by dipping it into the blood of a creature (standard action) slain in the last two rounds.  Once charged, the wearer gains a +1 bonus to Constitution saves and can (as a free action) gain the following:

  • Temporary hit points equal to the hit dice of the being the blood was taken from with a bonus number of hit points equal to half the hit dice size (a tiny creature would add two, half of a d4, while a gargantuan being would add ten, half of a d20).
  • A +2 bonus to one of the wearer’s physical abilities (Strength, Dexterity, or Constitution) but only if the being has a higher score in the ability the wearer wants to improve (no Strength bonus from a rat for example).
  • If the creature had resistance to a form of damage, the wearer may gain one of these but only if they were the one who made the killing blow.

The effects lasts for 2d4 rounds + the number of hit dice of the being that charged it.  After which it is no longer charged and the wearer must have a long rest before it can be charged again.

Notes: Another way to use monsters, but one that put you on the path of becoming a monster yourself.

Photo by popo.uw23, found on Flickr and is in the public domain.

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