Sword of Wounding
Major, rare (requires attunement)
Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4
necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Variants:
- Double-Bladed Scimitar of Wounding
- Greatsword of Wounding
- Longsword of Wounding
- Rapier of Wounding
- Scimitar of Wounding
- Shortsword of Wounding
Double-Bladed Scimitar of Wounding
- Damage: 2d4 slashing
- Properties: Two-Handed, special
- Weight: 6.0 lbs.
Greatsword of Wounding
- Damage: 2d6 slashing
- Properties: Heavy, Two-Handed
- Weight: 6.0 lbs.
Longsword of Wounding
- Damage:
- One-handed: 1d8 slashing
- Two-handed: 1d10 slashing
- Properties: Versatile
- Weight: 3.0 lbs.
Rapier of Wounding
- Damage: 1d8 piercing
- Properties: Finesse
- Weight: 2.0 lbs.
Scimitar of Wounding
Shortsword of Wounding
Source: Dungeon Master’s Guide p. 207. Available in the SRD