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D&D 3E/3.5 Vampiric Regen in 3e / 3.5

You could always use the property in the same way NWN did (which I rather like):

"Vampiric Regeneration: 2" is a different property from "Vampiric Regeneration: 4"

The text might go:

Possible House Rule said:
Vampiric Regeneration: A vampiric regeneration weapon crackles with Negative Energy on command. This energy does not harm the wielder. When you damage an opponent in melee with a weapon bearing this enhancement, you immediately gain a number of temporary hit points equal to the damage done or the regeneration value of the weapon, whichever is less. On a critical hit, the regeneration value of the weapon is multiplied by the weapon's critical multiplier. You cannot gain more than your target's current hit points + 10 in this fashion, which is enough to kill the target. These temporary hit points disappear 1 hour later.

A weapon so enhanced bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

This enhancement may only be applied to melee weapons, and is ineffective against undead and constructs.

Moderate necromancy [Evil]; CL 7th; Craft Magic Arms and Armor, Vampiric Touch, creator must be evil; Price +1 (Vampiric Regeneration (2)), +2 (Vampiric Regeneration (4)), +3 (Vampiric Regeneration (6)).

The prices / bonuses will probably need some tweaking, but it might be a good place to start.
 
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