Range: 60 feet Components: V The artifact then magically grafted itself onto its wearer and became a functioning limb. Mishap. If the saving throw succeeds, the spell ends. At Higher Levels. Components: V, S, M (a drop of molasses) Casting Time: 1 action The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. Take your favorite fandoms with you and never miss a beat. Group Releases. A thin green ray springs from your pointing finger to a target that you can see within range. 2nd-level Enchantment You attempt to beguile a creature that you can see within range. Fragments of Vecna Tome of Shared Secrets Rod of the Whispered One Sword of Kas Left Ear of Vecna . On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. "Grand Sheldomar Timeline, Part I." To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. Even Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). 180,000 gp May 27, 2013 4:58 PM Subscribe. Vecna is the god of secrets, the undead, and necromancy. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. Forgotten Realms Wiki is a FANDOM Games Community. You can use the chosen sense through the sensor as if you were in its space. 5th Edition. You can also specify conditions that will trigger a special activity during the duration. Using the artifact to cast any spells caused it to demand its wearer to commit an evil act shortly thereafter, in a manner similar to the suggestion spell. The eye has 8 charges. He is known as the Master of All that is Secret and Hidden, the Arch-Lich, the Chained God, the Maimed God, Master of the Spider Throne, the Whispered One, the Dying King, the Lord of the Rotted Tower, and the Undying King. Range: 10 feet Enhancement: Attack rolls and damage rolls Critical: +2d6 cold damage Property: If you are lawful good, good, or unaligned, you must succeed on a DC 15 Charisma Wondrous item, artifact (requires attunement). Through dark magic and conquest, he forged a terrible empire. Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) 5e Hand of Vecna issue? 35,000 gp Menu. On a successful save, the effect ends for it. As your action, you can switch between seeing and hearing. Detail version: I'm trying to build a boss-level villain for a long-term game and came up with the concept of a king that has procured the Hand of Vecna and is now hunting for the Eye of Vecna. Also, the target can make a Wisdom saving throw at the end of each of its turns. Based on Vecna - Hand of the Revenant (2002): “[Fleeth’s] White walls stood proudly upon the eastern plains as a stronghold of order in the wild lands.” Most people assumed this put Fleeth in the Sheldomar Valley, somewhere near the Rushmores, but there is … Herald and Allies: Vecna uses a lich 15th-level wizard as his herald—but rarely for anything truly important. The target is frightened of you. Reactions: Warren Ellis, RSIxidor, Paul Farquhar and 3 others. Casting Time: 1 action Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) It is described as blackened, as if it has been burned, and the sole remains of an evil lich of great power who imbued his hand with power to survive even if he was destroyed.The hand can be removed, but each time a primary power is used, there is a cumulative 10% chance that he hand cannot be removed. The Hand of Vecna. If the hand is ever removed, you die. Relics: Dagger of denial, tome of the stilled tongue. 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. The Hand was a desiccated, mummified left hand. Casting Time: 1 action The target falls unconscious. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered. Vecna is considered the most powerful and the most evil lich in history. Aside from the more famous left hand, the (left?) One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. For all his power, Vecna couldn’t escape his own mortality. You alter time around up to six creatures of your choice in a 40-foot cube within range. Range: 1 mile The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. Vecna's left hand and eye of Vecna's original "mortal" lich form, which have never been replaced in his later more powerful incarnations, are now high-valued and very dangerous magical artifacts. He rose to godhood, becoming the god of secrets. Duration: Concentration, up to 1 minute. For example, you might suggest that a knight give her warhorse to the first beggar she meets. Your alignment changes to neutral evil, and you gain the following benefits: 3rd-level Divination They work to corr… The hand has 8 charges. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. The target can act normally on its turn if you choose no creature or if none are within its reach. Removing the Hand of Vecna invariably killed its wearer. Weiss, Samuel, and Gary Holian. “Viewed once” is a place you have seen once, possibly using magic. Components: V, S It is canonical that Vecna was once a mere man, and eventually became the most powerful wizard in "all times and spaces". Vecna believed the Sword of Kas rendered Vecna immune to unseen betrayal by his right-hand man. Value Hand of Vecna Heroic Artifact This blackened, charred mummified left hand with long claw-like fingers is icy cold to the touch. Hand of Vecna The Hand of Vecna was already in the DMG. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world. Awesome, now who has the eyeball? When attached as the hand of an already-powerful spellcaster, the Hand of Vecna serves mostly as a small buff to their available spell slots. Range: 90 feet Casting Time: 1 action If you are attun to both the hand and eye, you gain the following additional benefits: Destroying the Eye and Hand. Using the Ritual of Seeding that was once responsible for bringing the Raven Queen into the pantheon, [it] brought him as well, as the sole god on this side of the Divine Gate, a… Range: 60 feet The suggestion must be worded in such a manner as to make the course of action sound reasonable. Duration: Instantaneous. To use the powers of the Hand of Vecna or the Eye of Vecna one is required to cut off one's own corresponding body part and affix Vecna's in its place. Duration: Concentration, up to 1 minute. So formidable and hideous was his temper that his subjects feared to speak his name. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. Seldom is the name of Vecna spoken except in a hushed voice. 3rd-level Transmutation Sickened. A magic item is unaffected by this spell. The next things to be unlocked are as follows : $45,000—Fire arms, explosives, and alien technology; $50,000—Table of Contents; The Dungeon Masters Guide can be preordered right now, for the release date of December 9th. [1], Once attuned to the Hand of Vecna, a creature changed its worldview towards a neutral evil disposition. You and your group (or the target object) appear where you want to. More interesting is the explicit call-out of Exandria and the events with Vox Machina there, making all of Critical Role full D&D Canon. Wiki Le Monde des Royaumes Oubliés (French), https://forgottenrealms.fandom.com/wiki/Hand_of_Vecna?oldid=582895. The destination you choose must be known to you, and it must be on the same plane of existence as you. Arkhan in possession of the Hand of Vecna. Familiarity. If you start your turn with at least 1 hit point, you regain 1d10 hit points. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. At Higher Levels. The target must make a Wisdom saving throw. Born in the human city of Fleeth, Vecna was taught magic by his mother Mazell. First, his attempt at damaging Vecna with a level five Bigby’s Hand revealed Vecna’s immunity to 5th level and lower spell damage (which was new from last go-round). Hand of Vecna. “Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Casting Time: 1 action The Hand of Vecna is effectively a +2 frost spiked gauntlet. The Hand of Vecna was a powerful and evil artifact that granted its wearer access to supernatural strength and powerful spells. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. Complete list of all D&D spells, rulebooks, feats, classes and more! Random Properties. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The Hand of Vecna and the Eye of Vecna are powerful artifacts left behind by the god Vecna and the only remnants from his physical body before ascending to godhood.. If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. The artifact then magically grafted itself onto its wearer and became a functioning limb. [1], In addition, the Hand of Vecna allowed its wearer to cast the finger of death, sleep, slow, and teleport spells a limited number of times. The Hand of Vecna can be obtained by killing Vecna in the Chaotic Quest, provided you don't digest or disintegrate him. The hand regains 1d4 + 4 expended charges daily at dawn. Components: V, S The spell’s unpredictable magic results in a difficult journey. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. Range: 120 feet If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. If you eat the hand, you will get 150-199 damage, so this is a Bad idea. The eye looks like a bloodshot organ torn free from the socket. Basic Information "The Hand and Eye of Vecna." It is one of the most powerful Artifacts in SLASH'EM.Although it is guarded by an army of L, Z, V and Vecna himself, most adventurers go through the trouble of killing them to aquire it. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. The creature can be restored to life only by means of a true resurrection or a wish spell. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. The target must make a Constitution saving throw. Where are described (just cited or … On Target. If this damage reduces the target to 0 hit points, it is disintegrated. The hand grafts itself to your arm and becomes a functioning appendage. In reading the major beneficial property options for an artifact, I saw it allows someone to cast 7th level spells, and reading through the options I saw "Regeneration" and that triggers a question. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. The Hand and Eye of Vecna. The target has disadvantage on attack rolls and ability checks. Beyond death, he became the greatest of all liches. Components: V, S, M (a lodestone and a pinch of dust) [1], If both the Eye and the Hand were to be attuned to the same creature, the wearer enjoyed numerous additional benefits, such as immunity to disease and poison, premonitions of imminent danger, the ability to turn an opponent's skeleton into jelly by touching it with the Hand, regeneration powers, and the ability to cast wish once every 30 days. If you or any of your companions damage the target, the spell ends. Be sure not to eat or sacrifice it—a good idea is to set it to an inventory letter you are unlikely to accidentally press. 1st-level Enchantment You experience premonitions of danger and, unless you are incapacitated, can’t be surprised. You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. When carried, the Hand provides cold resistance, half physical damage, and hungerless regeneration. However, Vecna may have outdone himself in placing his ambition into the blade, for it began to sublely place thoughts of betrayal and rebellion into Kas' mind while masking Kas' thoughts to Vecna… They are spies, blackmailers and corrupters, using the knowledge they gain to hold power over others. Level Undead and creatures immune to being charmed aren’t affected by this spell. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. Casting Time: 1 action If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. I read the description and even gave the description text to my PC too, so there would be transparency for what the hand does. Your alignment changes to neutral evil, and you gain the following benefits: 7th-level Necromancy At Higher Levels. New inductees into Vecna's cult are carefully groomed and often believe they are joining an obscure sect of some knowledge god, and are only told the truth when they show their willingness to do anything in pursuit of knowledge and power.Vecna's clerics amass knowledge and secrets by any means necessary. Sep 12, 2019 #5 Is the name Exandria actually mentioned? The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. Removing the Hand of Vecnainvariably killed its wearer. Rules Information Casting Time: 1 action If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Your Strength score becomes 20, unless it is already 20 or higher. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. Allies are nightmares, erinyes devils, and noble salamanders. The hand has 8 charges. The Hand Of Vecna? Announcement (11-29-18) A Wild Last Illustration Appeared! Asleep. A black beam of enervating energy springs from your finger toward a creature within range. Home; Rules ; Quick Reference; Optional, Variant, and Expanded Rules; Tables; Books ; View All/Homebrew; 2014 Player's Handbook; Monster Manual; Dungeon Master's Guide; 2015 Sword Coast Adventurer's Guide; 2016 Volo's Guide to Monsters; 2017 Xanathar's Guide to Everything; 2018 Mordenkainen's Tome of Foes; Guildmasters' Guide to Ravnica Range: Self The name Vecna is an anagram of Jack Vance, the fantasy author whose "fire-and-forget" magic system is used in Dungeons & Dragons. Though not exactly relics, the artifacts known as the Eye … When you cast the spell, you choose seeing or hearing. 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