A weapon craving the blood of a target
is quite a popular archetype. However, to make such a thing a reality
in table top role-playing games, we need to use fluff and mechanics.
What I will do today is put forward several different ways to make
such a weapon a reality. I also want to mention that I would usually
avoid giving this kind of weapon to a player in most forms. Taking
away options from the players usually makes things less fun, not
more. I will also focus on the kind of weapon that will want to focus
on a single target after it tastes it's blood and not the kind of
weapon that likes to target one kind of enemy (Dungeons & Dragons
5th edition has enough of that).
When the weapon tastes the blood of
a creature, it will have an overwhelming urge to finish the job.
Until that creature lies dead or the craving subsides, the wielding
of the weapon will feel the push towards that one target.
The Carrot
One way to make
such a weapon is by giving an incentive for the character to attack
the target. By giving a static bonus to hit and attack or a dice roll
for extra damage against the creature the weapon has targeted, you
don't take away the characters options but give an incentive to go
after a certain target. This is probably the only type that I would
consider giving a player as an actual beneficial magic item (the rest
are more like cursed items).
Variant 1: After
a character hits a creature using this weapon (addition restriction
could be that it needs to bleed), any subsequent attack against this
target gives a bonus +2 to hit and damage. The target must die or be
out of visual range before a new target can be chosen.
Variant 2:
After a character hits a creature using this weapon (addition
restriction could be that it needs to bleed), any subsequent attack
against this target gives a bonus 1d6 to damage. The target must die
or be out of visual range before a new target can be chosen.
The Stick
Of course, we can
try to punish a character for not attacking the correct target
instead. There are multiple ways to do so including a penalty to hit,
damage taken for attacking the wrong target or even not giving a
choice in the matter. If given to players, they will act more like
cursed items.
Variant 1:
After a character hits a creature using this weapon (addition
restriction could be that it needs to bleed), the creature that was
hit becomes the target. An attack against anyone but the target will
have disadvantage. Killing the target or being out of visual range
makes the creature that was hit no longer the target.
Variant 2: After
a character hits a creature using this weapon (addition restriction
could be that it needs to bleed), the creature that was hit becomes
the target. An attack against anyone but the target will result in
1d6 damage to the character wielding the weapon. The target must die
or be out of visual range before a new target can be chosen.
Variant 3:
After a character hits a creature using this weapon (addition
restriction could be that it needs to bleed), the creature that was
hit becomes the target. The character wielding the weapon is overcome
with an intense blood lust and cannot willingly move farther away
from the target. They can also not attack anyone but their target.
Note: I'd be
hesitant of even using this as a cursed item but it works well in the
hands of an NPC.
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