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This sinister robe was once worn by a forgotten sect of cultists in the Desert lands. The pale bandages offer little protection but are capable of slowly mending themselves as if inviting injury.

Blood magic has always been something that I've been figuring out how best to implement in 5e. Considering that characters can heal themselves, and considering that they are capable of injuring themselves too, figuring out how to balance this was tricky...I figured the 'reset to 0' after healing limits it. I would allow hit dice recovery, however.

A generous DM might consider granting temporary hit points to the wearer too! What do you think? does this work?


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mrjamesgifford

Thanks! It was a tricky one to balance...I figured rather than drawing power from enemies (which isn't really a drawback for most combat-ready characters) It would scale depending on how much damage the character takes - kind of like a spellcasting barbarian?

Rocky Ipock

I love it, and its mechanics seem like it would scale nicely with level.

mrjamesgifford

Yeah! I thought that it’d be a good way to scale...it also adds a new incentive to the character to seek out spells and items that increase their hitpoints

Joseph Williams

Would something like a necromancer’s Grim harvest feature (which heals you when you get a kill with a spell) reset the charges?