Wondrous Item, very rare (requires attunement by a Mad)
Enhanced Touching
You may roll 1 additional damage or healing die when casting a Touch spell. For utility spells like 'Guidance', you may use 1d6 instead of 1d4.
Inflict Madness
When the wielder touches a creature for two turns, they are inflicted with 'Madness'. This condition grants disadvantage to all Wisdom saves for 10 minutes. The wielder may maintain contact through these two methods:
In Combat:
The wielder must succeed on a grappling check and maintain the grapple until the start of their next turn.
Out of Combat:
The wielder must maintain contact for a DM-specified amount of time (up to DM's discretion) and must succeed on a DM-specified skill check with a DM-specified DC.
Notes: Mad
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