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item:hand_of_narkul [2018/12/13 11:39] – created Kyle | item:hand_of_narkul [2024/03/20 22:59] (current) – Created from the form at wiki:item_form Kyle | ||
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- | The Hand of Narkul | + | {{tag> |
- | Wondrous | + | ===== Hand of Narkul |
- | The | + | [[item:start| Return to Items Page]] |
- | Hand of Narkul | + | |
- | | + | //**Type:** Wonderous, **Class:** Artifact, **Rarity:** Legendary, **Attunement: |
- | origins | + | |
- | mythical creature from the Far Realm, it’s rumored to yield | + | <WRAP box right 20em> |
- | unfathomable power and knowledge. Lost into the Realm | + | ^ Properties ^ Stats ^ |
- | Rift after the defeat of Otwic Anthomodus 300 years ago, | + | ^ Size | Left hand | |
- | none have seen it since. | + | ^ Weight | | |
- | Attunement: | + | </ |
- | To attune to the hand, you must cut off your | + | |
- | right hand at the wrist and then press the artifact against | + | ===Description=== |
- | the stump. The hand grafts itself to your arm and becomes | + | **Attunement** \\ |
- | a functioning appendage. If the hand is ever removed, you | + | To attune to the hand, you must cut off your left 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. |
- | die and a new Realm Rift is torn between your current plane | + | When you first attune to the artifact, you immediately gain the adjusted ability scores and the Fount of Knowledge properties and your alignment changes to chaotic evil. You then gradually progress through the stages of Narkul’s Command as your bond to Narkul strengthens. How quickly you acquire them depends on your willingness |
- | and the Far Realm. | + | |
- | When you first attune to the artifact, you immediately gain | + | **Destroying |
- | the adjusted | + | 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 Narkul |
- | Fount of Knowledge | + | |
- | properties | + | ===Lore=== |
- | You then gradually progress through the stages of Narkul’s | + | A major plot item in [[c1: |
- | Command as your bond to Narkul strengthens | + | //Updated lore is needed// |
- | 1, 2 and 3). How quickly you acquire them depends on the | + | |
- | GM’s discretion. | + | [[secret: |
- | 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. | + | |
- | 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 | + | |
- | hand withers and falls off harmlessly after a week | + |