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Claws of Corruption

Weapon (claw), uncommon (requires attunement) Constructed from the razor-sharp claws of the pygmy rakshasa, this menacing pair of gauntlets thrums with the power of its hellish essence. The pointed tips of the claws easily dig into rock and metal alike, letting their wearer climb the roughest surfaces with feline agility. The claws must be attuned to as a pair, but you can choose to wear only one and still spend the pair’s shared charges. The claws have 4 charges and regain all expended charges daily at dawn. While wearing both claws, you gain a climbing speed equal to your walking speed. Rakshasa’s Corruption. Blows from these weapons can cause a target’s magical energy to turn foul and consume it from within. When you hit a creature with one of these claws, you can spend 1 charge to attempt to curse it (no action required). The target must succeed on a DC 13 Wisdom saving throw or be cursed for 1 minute. When a cursed creature starts its turn while under the effect of a spell or while concentrating on a spell, it takes 1d6 necrotic damage. Very rare variant. You gain a +1 bonus to attack and damage rolls made with these magic weapons. Increase the number of charges to 5 and the necrotic damage to 2d6. New Weapon - Claw Simple melee weapon 5 gp, 1 lb. 1d6 slashing, special Special: Attached. You can’t be disarmed of this weapon, but equipping or unequipping the weapon takes an action. You can use a hand equipped with a claw to hold items, but can’t attack with the claw while doing so. Additionally, you have disadvantage on attack rolls using other weapons in your clawed hand.

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