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- | The Hand of Narkul | + | |
- | Wondrous item, artifact (requires attunement) | + | |
- | The | + | |
- | Hand of Narkul | + | |
- | is a mysterious | + | |
- | origins | + | |
- | mythical creature from the Far Realm, it’s rumored to yield | + | |
- | unfathomable power and knowledge. Lost into the Realm | + | |
- | Rift after the defeat of Otwic Anthomodus 300 years ago, | + | |
- | none have seen it since. | + | |
- | Attunement: | + | |
- | To attune to the hand, you must cut off your | + | |
- | right hand at the wrist and then press the artifact against | + | |
- | the stump. The hand grafts itself to your arm and becomes | + | |
- | a functioning appendage. If the hand is ever removed, you | + | |
- | die and a new Realm Rift is torn between your current plane | + | |
- | and the Far Realm. | + | |
- | When you first attune to the artifact, you immediately gain | + | |
- | the adjusted | + | |
- | Fount of Knowledge | + | |
- | properties | + | |
- | You then gradually progress through the stages of Narkul’s | + | |
- | Command as your bond to Narkul strengthens (see Stages | + | |
- | 1, 2 and 3). How quickly you acquire them depends on the | + | |
- | GM’s discretion. | + | |
- | Adjusted | + | |
- | Your Strength | + | |
- | Intelligence score increase by 2, to a maximum of 24. | + | |
- | Fount of Knowledge. | + | |
- | You add your proficiency bonus to | + | |
- | any Intelligence checks made to recall a piece of knowledge, | + | |
- | or twice your proficiency bonus if you are proficient in the | + | |
- | appropriate skill. | + | |
- | Narkul’s Command. | + | |
- | The moment you attune to the | + | |
- | Hand | + | |
- | , | + | |
- | you immediately | + | |
- | split personality | + | |
- | the beginning of each day, you must succeed on a DC 10 | + | |
- | Charisma saving throw. On a failed saving throw, Narkul’s | + | |
- | personality overwhelms yours and you lose control of your | + | |
- | mind and body for 24 hours (you become an NPC under the | + | |
- | control of the GM). | + | |
- | Stage1: Whispers of the Void | + | |
- | You begin to physically | + | |
- | a servant of Narkul. Your arms transform into a myriad of | + | |
- | tentacles and the features of your face start to disappear. | + | |
- | The DC of the Charisma | + | |
- | Command | + | |
- | the following spells (save DC 18): | + | |
- | 31 | + | |
- | 3/day: | + | |
- | dream, | + | |
- | (as a 7th-level | + | |
- | telekinesis | + | |
- | 1/day: | + | |
- | disintegrate, | + | |
- | Stage 2: Acolyte of the Hand. | + | |
- | Your physical transformation continues and accelerates, | + | |
- | does your bond and obedience to Narkul. Your torso grows | + | |
- | translucent, | + | |
- | bulge from your belly and back, lifting you 10 feet into the | + | |
- | air, providing the ability to fly 60 feet (hover). Your head | + | |
- | completely changes into a slimy, lizardlike eyeless cranium, | + | |
- | and your legs morph into a tangle of slithering tentacles. | + | |
- | Your type changes to | + | |
- | aberration | + | |
- | and you gain resistance to | + | |
- | psychic damage. The DC of the Charisma saving throw to | + | |
- | resist Narkul’s Command increases to 20. You can use an | + | |
- | action to cast the following spells (save DC 18): | + | |
- | At-will: | + | |
- | dream, | + | |
- | (as a 7th-level | + | |
- | telekinesis | + | |
- | 3/day: | + | |
- | disintegrate, | + | |
- | 1/day: | + | |
- | reverse gravity, time stop | + | |
- | Stage 3: Avatar of Narkul | + | |
- | You can no longer make Charisma saving throws to resist | + | |
- | Narkul’s Command. Narkul’s personality devours your own. | + | |
- | You become | + | |
- | Narkul. You can move between the Material Plane and the | + | |
- | Far Realm freely. Doing so ignores any negative effects of | + | |
- | a Realm Rift. | + | |
- | Your physical | + | |
- | complete and irreversible. Any trace of your past nature is | + | |
- | gone. You can communicate telepathically with Narkul and | + | |
- | can understand its foreign speech. | + | |
- | Destroying the Hand | + | |
- | The | + | |
- | Hand of Narkul | + | |
- | is indestructible for as long as Narkul | + | |
- | lives. The only way to destroy it is to kill Narkul. If anyone | + | |
- | is bearing the | + | |
- | Hand of Narkul | + | |
- | when the Collector dies, the | + | |
- | hand withers and falls off harmlessly after a week | + |