Wand, legendary (requires attunement by a Can cast at least 1 spell)

The crudest of Divine Instruments, the Arm of Orcus is not a metaphor, but takes the form of a severed, withering arm, that calls to spellcasters. A powerful spellcaster such as a Wizard would find themselves influenced to the arm, and may be tempted to touch it. Upon touch, you automatically attune to this item, and it replaces the arm you touched it with. You cannot unattune from this item without severing the arm from your body, and a normal arm does not replace it unless certain regeneration spells are used. 

In its dormant form, the Arm has 2 charges, each filled with a 7th level Finger of Death spell. The item has a DC of your spellcasting DC +3. Additionally, you can use this as a focus, casting any spells through it as necessary, using the Arm's DC, and will cast a Necrotic version of the spell (appearance is more necrotic, and damage types will be changed to Necrotic). When suffering Necrotic damage, you can use your reaction to consume it, taking no damge, and replenishing a charge of this item for every 15 damage you would suffer. You can use your action to grapple a target in melee range (you must succeed in a contested Athletics vs Athletics or Acrobatics check first), and deal 9d8 Necrotic damage to them, and reducing their maximum hit points by that amount. This effect ends after the next long rest, or a Greater Restoration spell is used on the affected creature.

Notes: Bonus: Spell Save DC, Damage: Necrotic, This item was made for party members fighting modified enemies that are even tougher. Some balancing issues may occur in other settings. This item has 3 forms, Dormant, Awoken, and Exalted. Each can be found seperately under my creations, and each require completing a task with the previous version., Can cast at least 1 spell

ArcherWillows

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