EYE AND HAND OF VECNA
Wondrous Item, Artifact (Requires Attunement)
The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like an orange fly-like eye torn free from the socket. The hand is a shriveled, right extremity with six digits.
Attuning to the Eye. To attune to the eye, you must press it into your empty socket. The eye grafts itself to your head and remains there until you die. If the eye is ever removed, you die.
While you are attuned to the eye you gain the following benefits:
Truesight. You have Truesight out to 240 feet.
Perpetual Perception. While attuned to the Eye, you are immune to the Blinded, Deafened, Petrified, and Stunned conditions.
Mind of Vecna. While attuned to the eye, your intelligence increases by 2 up to 24.
Unnerving Sight. While attuned to the eye, other creatures within 300ft of you cannot complete a Short or Long Rest.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18).
Spells: Clairvoyance 2, Crown of Madness 1, Disintegrate 4, Dominate Monster 5, Eyebite 4
Dimensional Vision. You can take a Magic action to gain vision into other worlds.
Attuning to the Hand. To attune to the hand, you must press it against the stump where your right hand was. The hand grafts itself to your arm and becomes a functioning appendage.
When you are attuned to the hand you gain the following benefits:
Animation. Using the hand you can cast the Animate Dead spell. Afterwards roll a d6 and on a 1-4 you cannot cast the animate dead spell again until dusk.
Grace of Vecna. While attuned to the hand, you have proficiency in Sleight of Hand.
Great Strength. Your Strength becomes 20 unless it is already 20 or higher.
Unholy. While attuned to the hand, all holy water within 10ft of you bursts into flames and is destroyed.
Icy Touch. Any melee spell attack you make with the hand and any melee attack made with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Grip of the Grey Wastes. As a Magic Action, the wielder can pull out the souls of those trapped in the Grey Wastes. Those pulled through must fight and slay in order to save their souls.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna Spells table from the hand (save DC 18).
Spells: Finger of Death 5, Slow 2, Teleport 4, Blindness/Deafness 1
While attuned to both the hand and eye, you gain the following additional benefits:
Danger Sense. You have Advantage on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime that covers the ground in its space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime.
Poison Immunity. You have Immunity to Poison damage and the Poisoned condition.
Regeneration. If you start your turn with at least 1 Hit Point, you regain 1d10 Hit Points.
Wish. You can cast Wish. Once used, this property can't be used again until 90 days have passed.