Hand Of Tyr Image
Prerequisite: Must be a Cleric
 

Granted upon a Cleric by the Acolyte of Mask, the chosen warrior is imbued with the knowledge and power of the Norse god Tyr, becoming the "missing hand" and making whole what was once taken.

  • +2 bonus to current and maximum Strength and Wisdom ability scores.
  • Champion's Bias. You gain expertise on Strength (Athletics) and Wisdom (Insight) ability checks, and can cast Zone of Truth on one target as a free action a number of times per day equal to your Wisdom ability score modifier (Minimum of 1).
  • Blade of Judgement. You call upon the might of Tyr himself, and he grants you some of his power in the shape of a grand weapon. You pick a point you can see within 60 feet, any creatures within a 10 foot radius of that point must succeed on a Dexterity saving throw (DC= 10 + Proficiency modifier + Spellcasting Modifier), or become smitten by the gargantuan blade of godly might. Targets that fail their saving throw take 6d6 Radiant damage and 4d12 Piercing damage. Targets that are Fiends or Undead take an additional 4d6 Radiant damage. This damage cannot be reduced in any way and ignores resistances. You can use this ability once per long rest normally and without repercussion, implying that this can be done multiple times if you wish. However, any further uses of this ability within the same period of a single long rest with have consequences, as determined by a Severity Roll by the DM, via d100.
Hand Of Tyr Image

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