Baneful Wound (3.5e Flaw)

From Dungeons and Dragons Wiki
Revision as of 06:13, 18 July 2019 by Eiji-kun (talk | contribs) (Created page with "{{Author |author_name=Eiji-kun |date_created=7-18-19 |status=Complete }} {{3.5e Flaw |name=Baneful Wound |summary=Choose two substances you are weak to; these substances make...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 7-18-19
Status: Complete
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Baneful Wound

Choose two substances you are weak to; these substances make for aggravating wounds that are hard to heal.

Effect: Choose two of the following: acid, adamantine, chaos, cold, cold iron, electricity, evil, fire, good, law, and silver. Damage from the two chosen alignment, elements, or substances is always lethal, always bypasses damage reduction and resistances, always bypasses regeneration, and leaves baneful wounds that are more difficult to heal. For every 2 points of healing you receive, you can restore 1 point of baneful wound damage. Natural healing and natural fast healing or regeneration cannot heal baneful wound damage.

In addition, wielding items made of or actively generating your baneful choices such as a silver flaming longsword give you a -2 penalty on attack rolls or skill checks with said item.

Benefit: Any bonus feat for which you meet the prerequisites.

Special: Additional substances can be added or removed based on the rarity of them in the setting.




Back to Main Page3.5e HomebrewCharacter OptionsFlaws

Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
AuthorEiji-kun +
Flaw GrantsAny bonus feat for which you meet the prerequisites. +
Identifier3.5e Flaw +
RatingUndiscussed +
SummaryChoose two substances you are weak to; these substances make for aggravating wounds that are hard to heal. +
TitleBaneful Wound +