The Hand of Treachery [CARD] (Patreon)
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Weapon (shortsword), rare (requires attunement)
Forged from terrible deeds for a noble cause, a weapon with a dubious birth now thirsts for its kind. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. This weapon has 3 charges and regains all charges daily at dusk.
Coagulate. If a Vampire is damaged by this weapon, at the start of its next turn its Regeneration feature causes it to regain 1d20 hit points instead.
Kindred Bloodhunt. As a bonus action you can choose to designate one Vampire you can see within 60 feet as the target of this feature. If you rest this weapon in your palm it points in the direction of the designated creature so long as you are on the same plane as it. As long as the target is within 60 feet of you, when it attempts to use either its Charm or Children of the Night action and you can see them, you can use your reaction to spend a charge, forcing the target to succeed on a DC 15 Intelligence saving throw. On a failed save this weapon's peculiar powers cause the feature to fail. Any uses of the failed ability are expended as though it were countered. This benefit lasts until the target dies or you designate a new creature as the target of this feature.
"Waste not, want not." For millennia many have wondered how to rid themselves of the scourge of vampires ravaging the lands of mortals. The realization that the secret to defeating the bloodsucking plague was in their very remains spurred a renaissance in weapon development. Smiths and tinkerers engaged in the unsavory practice of scavenging the bones and ashes of vampires to craft these ceramic blades of destruction. With each stab and slice of these unsightly weapons, a vampire can feel the encroaching terror of its final death.
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