Saturday, August 31, 2019

5e Modifications: Eye and Hand of Vecna

I don't like how 5e handles artifacts.  So I re-did the Eye and Hand of Vecna.  Enjoy!


Eye and Hand of Vecna

When wearing the Eye or Hand, a person’s alignment is permanently changed to Neutral Evil, no save.  The wearer craves power above all other things.  They never want to lose or take out the Eye or Hand.  Vecna also communicates with them in dreams sometimes.

Eye of Vecna:  appears as a normal Grey Eye. 
When worn the person gains: 
---Plus 2 to all ability scores
---120’ Darkvision, 120’ True Seeing, 60’ X-Ray vision
---Disintegrate Ray: shoots from the eye as a beam that extends 200’ distance.  As per the spell.  Once per day.  DC 20 Con save
---Can go Ethereal 1 hour per day, and can also see into the Ethereal 60’
---Proficient in Intimidate
---Cast Command 5 times a day DC 20 Wis Save
---Read any Language
---Gain 5 levels of Spell Slots, usable wherever the caster wants (Wizard Only)
---Three times per day on a melee hit, the person damaged loses 3d6 thousand XP.  (DC20 Con save for half, 1000 minimum) Not regainable by any spell.  The wearer gains that same 3d6 number (not multiplied by 1000) in HP. 

Hand of Vecna:  Appears as a clawed hand that was burnt in a fire.
When a person wears it, they gain:
---22 Strength
---Three times a day a touch drains 4 from one Random ability score of the victim.  (DC20 Con save for half, 1 minimum) Not regainable by any spell.
---Three times a day get to use the Ring of the Ram punching ability.
---Wall of Force 1x day
---Wall of Fire 1x day
---Gain the ability to make two bonus clawed melee attacks a round with the Hand itself, +13 to hit, 1-6 dmg each
If a lich of any type ever wears either the Eye or the Hand, it affects them the same as everyone else.  But also if they wear one they move up a category in terms of the type of lich they are, without the spells.  They wear two they gain two levels.  Making them an Arch-Lich,  If they were an Arch-Lich already or ever gain Arch-Lich status while wearing both items or due to wearing both items, Vecna himself takes over the caster’s body and mind and is for all intents and purposes materialized on the prime material plane as a God. 
If a non-lich wears both items at the same time, they gain all the abilities of the first level of lichdom, without the spells

Friday, August 30, 2019

5e Modifications: Arch-Lich

I broke out Liches into three categories based on age.  The older the more powerful.  The toughest Lich is below, the Arch-Lich.  If you meet one of these, just tear up the character sheet.


Arch-Lich
An Arch-Lich appears as whatever human, humanoid, or demi-human he wants to be, any gender.
AC: 25
HP: 200
Speed: 40
Str: 18 (+4)           Dex: 20 (+5)         Con: 20 (+5)**    Int: 24 (+7)           Wis: 20 (+5)         Cha: 20 (+5)
**Note that as an undead creature, for most purposes a Lich has no Constitution
Saves:  Con: +12, Int: +14, Wis: +12
Damage Resistances:  All
Damage and Condition Immunities:  Mind Affecting, Fear, Charm, Sleep, Strength or Constitution Loss, Polymorph, Insanity, Death, Poison, Energy Drain, Necrotic, Stun, Paralyze, Fear, Disease, Bludgeoning-Piercing-Slashing from Non Magical Weapons, Psychic, Cold, Electricity, Criticals
Rejuvenation:  Within 1-2 hours if killed it grows a new spectral body next to its Phylactery
Paralyzing Touch:  +17 to hit, reach 5 feet, hit does 8d6 cold damage.  DC 22 Wis save or Paralyzed for 1 day. No saves allowed each round.  Once saved against target is immune from it for 24 hours.
Fear Aura:  Anything less than 9 levels or HD within 60’ radius of it must make a DC 22 Wisdom Save versus fear or become frightened for 60 minutes.  No saves allowed each round.  If they fail it by 3 or more they run away at max speed for the whole time.
Senses: Passive Perception 22, Darkvision 200’, True Seeing 200’
Languages:  Common plus 10 others.
Caster:  Wizard of at least 30th  level.  Can cast any Cantrip of any class at will as a bonus action.
XP: 65,000 +15,000 if in Lair
Immune to anything that turns undead and also from damage from Channel Divinty that harms undead.
Avoidance:  Save or half dmg now equals no dmg, and half on a fail.
Legendary Resistance: 5x day
Legendary Actions:  Can do three actions, one at a time, and only at the end of another creatures turn.  Regain them all at the start of the Arch-ich’s turn.
---Paralyzing Touch (1 Action): As above
---Disrupt Life (1 Action):  Each creature within 20 foot radius of the Arch-Lich must make a DC 20 Con save or take 6d6 Necrotic damage, or half on a successful save.
---Flight (1 Action): The Arch-Lich flies up to half its flying speed.

---Cloud of Dust (1 Action): The Arch-Lich magically swirls its dusty remains.  Each creature within 10 feet of it, including around a corner, must succeed on a DC 17 Constitution saving throw or be blinded until the end of the it’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of it’s next turn.

---Energy Drain (2 Actions): Each creature within 30 feet of the Arch-Lich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 3d6. If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the
greater restoration spell or similar magic.

---Vile Curse (3 Actions): The Arch-Lich targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw once per minute, ending the curse on a success.

Lair Actions:  On initiative count of 20:
---Regain one used spell slot of your choice
--- The Arch-Lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Arch-Lich to the target. Whenever the Arch-Lich takes damage, the target must make a DC 20 Constitution saving throw. On a failed save, the Arch-Lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Arch-Lich or the target is no longer in the Arch-Lich's lair.

---The Arch-Lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the Arch-Lich can see within 60 feet of it. The target must succeed on a DC 20 Constitution saving throw, taking 20d6 necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

---The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone.

---The Arch-Lich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.

---The Arch-Lich targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round.

Lair Traits:

An Arch-Lich’s tomb might have any or all of the following effects in place:

---The first time a non-evil creature enters the tomb's area, the creature takes 4d10 necrotic damage.

---Monsters in the tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead.

---The tomb is warded against the magical travel of creatures the Arch-lich hasn't authorized. Such creatures can't teleport into or out of the tomb's area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren't used to leave or enter the tomb's area.

If the Arch-Lich is destroyed, these effects fade over the course of 10 days.