I think Paladin would be a decent choice. They're MAD and benefit from Strength, so the hand setting their Str score to 20 means they can pump other stats like Con and Cha; they can't normally access a number of the spells that the hand and eye impart; and they have solid saving throws to resist any curse effects from using said spells; and their high defenses mean they can use the hand's melee abilities more safely.
paladin sorta relies on whether the alignment change to NE matters to you (and your oath). being prepared with a ceremony spell directly after might help initially. probably aught to reapply the ceremony after each hand spell you cast. and is turning someone's bones to jelly an evil act or is that offensive to pudding people?
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Paladins can be evil. And presumably, if you're someone who's voluntarily attaching two of the most evil artifacts in the entire game to yourself, you don't have "Lawful Good" on your character sheet.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Paladins can be evil. And presumably, if you're someone who's voluntarily attaching two of the most evil artifacts in the entire game to yourself, you don't have "Lawful Good" on your character sheet.
i think it's an interesting note that the only way to for sure for sure destroy the eye and hand is to put them both on the same host and then blend thoroughly with the sharp part of the sword of kas. every step of that just calling out for a good party cooperating deliberately with all the pieces to "do the right thing." even with no evil intentions going in, there's sooo much room for error. for one, a slight delay between unsheathing, saying goodbye, and bloodying the sword could result in the sword taking control. and the host might know that! the host could absolutely change their mind last minute and delay or wish away the sword or teleport.
...slightly more on topic, i would put the hand (and eye!) on a ranger. high wisdom allows them to shrug off inconvenient suggestion at times and gives a bonus to Foe Slayer damage. Vanish helps you sneak up to liquefy someone's bones or use your 20 strength for hard hitting sword stuff. Hit and run tactics from there on out.
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unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
The Eye has functions that use concentration, so best to have a class that doesn't depend on it. The Hand gives strength 20, so a class that uses strength benefits, and adds damage per attack (but only with one hand, so not good for two weapon fighting), so classes with more attacks benefit. Oddly, the hand does not add to unarmed attacks (I suspect that's an error) so it doesn't go all that well with a monk.
Best class for using the hand is probably fighter -- you have leftover ASIs so you can easily get Resilient (Wisdom) to resist its suggestion (assuming you care), and the large number of attacks gets the maximum value out of the extra 2d8 cold damage. The eye isn't particularly variable by class, though a rogue might get better use out of its enhanced vision capabilities than other classes.
paladin sorta relies on whether the alignment change to NE matters to you (and your oath). being prepared with a ceremony spell directly after might help initially. probably aught to reapply the ceremony after each hand spell you cast. and is turning someone's bones to jelly an evil act or is that offensive to pudding people?
I was assuming an evil Paladin obviously, like Conquest or Vengeance. (Heck, even a Glorydin could easily be evil, and pretty keen on lopping off their hand for Vecna's prosthetic to boot.) Paladins only being good went away in 4e, never mind 5e.
Best class is now a level 3 rogue subclass thief because they can use magic items as a bonus action, and action. Legit double spells through a class feature.
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Say you have a character that attuned to the hand and eye? What class would be the best at using it?
Any martial class.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I think Paladin would be a decent choice. They're MAD and benefit from Strength, so the hand setting their Str score to 20 means they can pump other stats like Con and Cha; they can't normally access a number of the spells that the hand and eye impart; and they have solid saving throws to resist any curse effects from using said spells; and their high defenses mean they can use the hand's melee abilities more safely.
paladin sorta relies on whether the alignment change to NE matters to you (and your oath). being prepared with a ceremony spell directly after might help initially. probably aught to reapply the ceremony after each hand spell you cast. and is turning someone's bones to jelly an evil act or is that offensive to pudding people?
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Paladins can be evil. And presumably, if you're someone who's voluntarily attaching two of the most evil artifacts in the entire game to yourself, you don't have "Lawful Good" on your character sheet.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
i think it's an interesting note that the only way to for sure for sure destroy the eye and hand is to put them both on the same host and then blend thoroughly with the sharp part of the sword of kas. every step of that just calling out for a good party cooperating deliberately with all the pieces to "do the right thing." even with no evil intentions going in, there's sooo much room for error. for one, a slight delay between unsheathing, saying goodbye, and bloodying the sword could result in the sword taking control. and the host might know that! the host could absolutely change their mind last minute and delay or wish away the sword or teleport.
...slightly more on topic, i would put the hand (and eye!) on a ranger. high wisdom allows them to shrug off inconvenient suggestion at times and gives a bonus to Foe Slayer damage. Vanish helps you sneak up to liquefy someone's bones or use your 20 strength for hard hitting sword stuff. Hit and run tactics from there on out.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
The Eye has functions that use concentration, so best to have a class that doesn't depend on it. The Hand gives strength 20, so a class that uses strength benefits, and adds damage per attack (but only with one hand, so not good for two weapon fighting), so classes with more attacks benefit. Oddly, the hand does not add to unarmed attacks (I suspect that's an error) so it doesn't go all that well with a monk.
Best class for using the hand is probably fighter -- you have leftover ASIs so you can easily get Resilient (Wisdom) to resist its suggestion (assuming you care), and the large number of attacks gets the maximum value out of the extra 2d8 cold damage. The eye isn't particularly variable by class, though a rogue might get better use out of its enhanced vision capabilities than other classes.
I was assuming an evil Paladin obviously, like Conquest or Vengeance. (Heck, even a Glorydin could easily be evil, and pretty keen on lopping off their hand for Vecna's prosthetic to boot.) Paladins only being good went away in 4e, never mind 5e.
Now, which class is best to use the Head of Vecna?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Eloquence bard, given that the point is to get someone else to put it on.
Oh, I know that story. :D Love the reference
Wizard or warlock. To be able to cast even more spells, gain a bunch of bonuses, and for the pure flavor of it.
Best class is now a level 3 rogue subclass thief because they can use magic items as a bonus action, and action. Legit double spells through a class feature.