The Hand regains 1d4+4 expended charges daily at dawn. You can use an action to expend 1 or more charges to cast one of the following spells (spell save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). 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.Your Strength score becomes 20, unless it is already 20 or higher.Your alignment changes to neutral evil, and you gain the following benefits: Wondrous item, artifact (requires attunement) The properties of the Hand of Vecna in the Dungeon Master's Guide, 5th Ed., which may not be canon for Critical Role, are as follows: The hand pulses with green energy after it has been reattached.
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