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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