The Blood Scepter – new DnD magic item

The Blood Scepter magic item for Dungeons and Dragons

This new magic item for Dungeons & Dragons is a scepter with the powers of blood magic. The blood scepter grows stronger as your D&D character advances in levels.


The Blood Scepter

Rod, rare [Tier 2]
(requires attunement by a Spellcaster)

Damage: 1d6+1 bludgeoning + 1d4 necrotic

Weight: 3 lbs.

This scepter size rod is topped with a large ruby, and it functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. On a hit, it deals an extra 1d4 necrotic damage against creatures with blood.

The scepter has 5 charges, and it regains 1d4+1 expended charges daily at midnight. While holding it, you can use an action to expend 1 or more of its charges and choose 1 of its effects.

Blood Sense (1 charge). For one minute, you can sense the distance and direction of any creature with blood within ½ mile of your location. You can increase the area of effect by ½ mile for each additional charge expended.

Hemophile (3 charges). Choose one creature with blood within 30 feet that doesn’t have all its hit points. That creature must make a DC 15 Constitution saving throw. If it fails, it takes 3d6 necrotic damage as its bleeding becomes worse. The creature continues to take 1d6 necrotic damage at the end of each of its turns unless it is healed or it uses an action to stop the bleeding.

Blood Drain (5 charges). On a hit, you can expend the scepter’s charges to gain a number of hit points equal to the damage dealt by the attack.


The Blood Scepter magic item card 1
The Blood Scepter magic item card 2

Very Rare [Tier 3] upgrade

When you achieve level 10 while attuned to the blood scepter, you have a +2 bonus to attack and damage rolls made with it. On a hit, it deals an extra 2d4 necrotic damage against creatures with blood.

The scepter has 10 charges and regains 1d6 + 4 expended charges each day at midnight.

Spellcasting. You can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: inflict wounds (1 charge), vampiric touch (3 charges), or circle of death (6 charges).

Scarlet Mist (5 charges). As an action, you transform into a cloud of red mist for up to 1 minute. While in mist form, you can’t speak or manipulate objects. The only action you can take in this form are the Dash action or to revert to your normal form. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. You can move through any space air can pass through. You can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage.


The Blood Scepter magic item card 3

Legendary [Tier 4] upgrade

When you achieve level 17 while attuned to the blood scepter, you have a +3 bonus to attack and damage rolls made with it. On a hit, it deals an extra 3d4 necrotic damage against creatures with blood.

The scepter has 15 charges and regains 1d10 + 5 expended charges each day at midnight.

Dauntless. While holding the scepter, you can’t be charmed or frightened.

Blood Rain (8 charges). A swirling red cloud appears in a 20-foot-radius sphere centered above a point within 150 feet. Boiling hot blood rains from the cloud for 1 minute. Each creature in or below the cloud must make a DC 17 Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the area of effect for the first time on a turn or ends its turn there. You can move the cloud 10 feet in a direction that you choose at the start of each of your turns.

Optional Curse

The blood scepter was created by a vampire lord whose evil soul resides within the scepter. Over time, anyone who is attuned to the scepter is slowly transformed into a vampire.


The Blood Scepter magic item card 4

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