Malfeasance
[Requires Attunement]
Hit Points lost to this weapon can be regained only through a short
or long rest.
At the start of each of the wounded creature's turns, it takes 1d4
necrotic damage for each wound, and can then make a DC 15 Con save
ending the effect. If a wounded creature starts its turn with 5 or
more wounds from this weapon, it must make a DC 15 Con save or take
10d4 necrotic damage. If this reduces the target to 50 Hit Points
or fewer, it explodes, killing it instantly.
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