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Hand of Vecna

Written by starzomskiwrites

Mechanics & Inner Workings

Wondrous item, artifact (requires attunement)
Random Properties. The Hand of Vecna has the following random properties:
  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property
Properties of the Hand. Your alignment changes to neutral evil, and you gain the following benefits:
  • Your Strength score becomes 20, unless it is already 20 or higher.
  • Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit.
  • The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Finger of Death (5 charges), Sleep (1 charge), Slow (2 charges), or Teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the Suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Properties of the Eye and Hand. If you are attuned to both the hand and eye, you gain the following additional benefits:
  • You are immune to disease and poison.
  • Using the eye's X-ray vision never causes you to suffer exhaustion.
  • You experience premonitions of danger and, unless you are incapacitated, can't be surprised.
  • If you start your turn with at least 1 hit point, you regain 1d10 hit points.
  • If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
  • You can use an action to cast Wish. This property can't be used again until 30 days have passed.
Item type
Unique Artifact

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