Weapon (rapier), artifact (requires attunement by a losing your hand at the wrist.)

The original claw of the Vin'rek (Spirit Hawk), worn as a feathered glove by the first keeper, growing a talon from inside of the hand as the way to exert authority only when necessary amidst a socialist society he procured.

Attuning to this weapon causes the glove to wrap around your removed forearm, becoming an extension of your conscious. It has a hidden blade made from an unbreakable bone talon. While wielding this weapon, you can sheath or unsheathe the weapon as a bonus action, or as part of an attack made with the weapon.

You have a +2 bonus to attack and damage rolls made with this magic weapon. You get an additional +1d6 to attack and damage rolls when making an attack during a surprise round if the target has not taken a turn yet. This extra die is dealt as Necrotic Damage.

While this item is attuned to you, you have resistance to fire damage.

The glove has 9 nails hammered into the back of the glove with only the tips magically lodged into the leather. By pushing one or more nails down into the hand, taking 1d6 damage per nail, you can take the following actions. Once a nail has been pushed down, it will not raise again until the nails reset during a long rest.

Talon. (1+) As a bonus action, you can press any number of nails down. Until the end of turn, your next attack deals an extra 1d6 necrotic damage per nail consumed. Additionally, if applying sneak attack damage, you can change the damage type of your sneak attack dice to necrotic.

Feather Fall. (1) As a reaction, you can press two nails down, causing feathers to release from the hand and casting Feather Fall.

Authority over life. (2) As a bonus action, you can press three nails down, casting the spell Healing Word.

Withstand the Furnace. (4) As a reaction, you can press four nails down, gaining immunity to fire damage until the end of your next turn. Additionally, until the end of your next turn, when grappling someone, you can cast choose to deal damage to the grapple target as if they were damaged by the spell Heat Metal once. You can continue to repeat this as a bonus action on following turns until they break out of your grapple or drop to 0 hit points.

Undying Adrenaline. (5) When you drop to 0 hit points, if 5 nails are available, they automatically push into the hand. Instead of dropping to 0 hit points, you instead drop to 1hp, and immediately can move up to your movement without provoking attacks of opportunity.

Writhing Wrist. (7) As an action, you can push 7 nails into the hand and cast Feeblemind using a DC of 15 as the hand twitches and writhes into a fist. Once you have performed this action.


Curse. When attuning to this item, your hand slowly wilts and disintegrates until it falls off, this hand taking its place. Whenever you push a nail into the hand, roll a d20. On a 1, you take double damage from the nail. On a 2-15, no extra effects happen. On an 16-19, you do not lose any hit points from the nail. On a 20, you heal for the die roll you would normally take damage from.

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Bonus: Magic, Resistance: Fire, losing your hand at the wrist., Damage, Combat, Finesse, Vex

Item Tags: Damage Combat

PseudoOracle

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