Ironblood Band
Forged by a war-priest who refused to let her warband die around her, the Ironblood Band was tempered in a crucible of mingled blood and resolve. The priest believed that pain freely endured in defense of others was the truest form of prayer, and she inscribed that conviction into the ring's dark iron. When the wearer bleeds, the ring remembers — and answers.
Mechanics
A ring that drinks in the wearer's spilled blood to fuel bursts of battlefield healing for themselves and nearby allies.
Bloodwell Charges
The Ironblood Band has 4 charges and regains 1d3+1 expended charges at dawn. Whenever the attuned wearer takes 10 or more damage from a single hit, the ring automatically absorbs the wound's energy — this is not a reaction and requires no action. Each time this trigger occurs, note it as a stored trigger (maximum 1 stored trigger at a time). A stored trigger does not grant charges; it is a condition that enhances the ring's activated abilities as described below.
Surge of Resilience
As a bonus action, the wearer expends 1 charge. The wearer regains 1d8+2 hit points. If a stored trigger is active when this ability is used, the healing increases to 2d8+2 and the stored trigger is consumed.
Rallying Pulse
As an action, the wearer expends 2 charges to send a pulse of mending energy outward. Up to two creatures of your choice within 20 feet of you (which may include yourself) each regain 1d6+2 hit points. If a stored trigger is active, one of the chosen creatures (your choice) instead regains 2d6+2 hit points, and the stored trigger is consumed.
Stand Firm
As a reaction, which you take when you would be reduced to 0 hit points, expend 3 charges. You are instead reduced to 1 hit point and gain 10 temporary hit points that last until the start of your next turn. This ability does not consume a stored trigger.
4 charges
Recharges 1d3+1 at dawn
DM Notes
Balance consideration: Stand Firm is the most powerful ability at 3 charges, and with only 4 total the wearer must choose between sustained healing over an encounter or saving charges for the emergency safety net. This is an intentional tension. The stored trigger mechanic rewards players who track incoming damage without adding a second resource pool — it is purely a binary condition flag. Rallying Pulse at 2 charges is efficient for a Barbarian who wants to keep melee allies in the fight; DMs should note it does not require attack rolls or saves, so it is reliable healing in a class that otherwise has none. The 10-damage threshold for stored triggers is deliberately set to reward fights against hard-hitting enemies rather than chip damage. Consider that at levels 4–6, the ring's once-per-dawn recharge means a party cannot rely on it as their primary healing in back-to-back short-rest encounters — it is a supplement, not a replacement for a healer.
Generated with: Level 5 · Barbarian · Path of the Berserker · Ring · Healing or support focused · Heroic · Rare