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Help me balance crazy over the top artifacts
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<blockquote data-quote="AmandaBarbarian" data-source="post: 9062938" data-attributes="member: 7042010"><p>Artifact 3 (this time with history right in main post) instead of the lords of order that everyone is looking for, this comes from the lords of chaos.</p><p><strong></strong></p><p><strong>Arm of Xanadoth</strong></p><p></p><p><em>The ‘arm’ is a tangled mess of tentacles and odd growths that can just barely function as an arm/hand but is much more flexible then any arm/hand.</em></p><p></p><p>She was a Lady of Chaos, she ruled over the concept of life itself, but she was as much cancer and disease as she was people and animals. A regular argument between herself and Iganis (Chaos lord of fire, lightning, and energy) was weather FIRE was alive… Xanadoth always tried to claim it was.</p><p></p><p>Before the Lords of Chaos left the prime material plane, she had a battle with Extent, the Titan of Time, during the fight he thought he gained the upper hand by cutting off her left arm at the shoulder, not realizing how fast a cancer can regrow. Her left arm is still on the prime, and if you find it you can use it to infect your own arm with it’s cancer, attune to it and gain a bit of her divine essence.</p><p></p><p>Any attuned wielder gains regeneration equal to their prof until they are at half hit points or less then they instead gain resistance to poison and necrotic damage.</p><p></p><p>Any attuned wielder has disadvantage on saves against diseases This disadvantage can NOT be countered with advantage, you always have it.</p><p></p><p>AN attuned wielder may choose to when attuning set 1 stat to be 19+ there prof (going up as their prof does) but if they do they must also choose a different stat to be set to 10- there prof (going down as there prof goes up) ( if the same person unattuned and reattunes they can not choose the same stat for either)</p><p></p><p>Any attuned wielder gains access to an at will attack that can be used as an action, or a bonus action when they take the attack action and have the left hand empty, Make a Dex or Cha attack against a creature within 15ft, if you hit you pull them up to 10ft, and they are grabbed, if you miss they take psychic damage equal to the modifier of your attack roll (so dex mod or cha mod) This attack and damage is given a plus equal to half your prof.</p><p></p><p>If the attuned wielder is a spell caster they add poison spray to there list of known cantrips, even if the attunement is removed they keep this benefit forever.</p><p></p><p>Bane/Bless as an action an attuned user may bend the laws of chance, they spend a HD and take damage equal to the roll, then both a bane and a bless spell go off, both of which require only a single concentration and any saves to maintain concentration are done with advantage.</p><p></p><p>Infect as an action an attuned user may choose a grabbed or immobilized creature within 15ft to gain the poison condition then make a Constitution saving throw (DC10+ wielders highest stat mod) or take 4d8 necrotic damage, this damage can not be healed until the target takes a long rest. At the end of every round the poisoned target rolls 1d8+8 and then can make a Constitution save dc of that result to remove the poison condition.</p><p></p><p>Contagion as an action the attuned wielder can spend a HD, roll it and take damage equal to it, then cast the Contagion spell</p><p></p><p>Every day at dawn the arm gains a number of charges equal to your prof -1d6 it can hold a maximum of 2 or half your HD witch ever is higher. You can spend 2 charges to cast Blight, or 3 charges to cast Harm, or 1d4+2 charges* to cast finger of death or they can spend 2d4 charges* to cast wither and bloom. If you spend down to 1 or 0 charges you gain a level of exhaustion. *random charges are rolled after the action is used but before the spell goes off, and are spent down to 0 if not enough charges remain.</p><p></p><p>To unattuned to this item you must first have a heal spell cast on you then a remove curse, if not you drop to 0hp and dying and can not regain hp in anyway for 3d6 days (leaving you in a comma if you stabilize) When you do so whether through heal/remove curse, or other you must roll a d6 on an even number you keep your left arm, on an odd number your left arm dies and falls off.</p></blockquote><p></p>
[QUOTE="AmandaBarbarian, post: 9062938, member: 7042010"] Artifact 3 (this time with history right in main post) instead of the lords of order that everyone is looking for, this comes from the lords of chaos. [B] Arm of Xanadoth[/B] [I]The ‘arm’ is a tangled mess of tentacles and odd growths that can just barely function as an arm/hand but is much more flexible then any arm/hand.[/I] She was a Lady of Chaos, she ruled over the concept of life itself, but she was as much cancer and disease as she was people and animals. A regular argument between herself and Iganis (Chaos lord of fire, lightning, and energy) was weather FIRE was alive… Xanadoth always tried to claim it was. Before the Lords of Chaos left the prime material plane, she had a battle with Extent, the Titan of Time, during the fight he thought he gained the upper hand by cutting off her left arm at the shoulder, not realizing how fast a cancer can regrow. Her left arm is still on the prime, and if you find it you can use it to infect your own arm with it’s cancer, attune to it and gain a bit of her divine essence. Any attuned wielder gains regeneration equal to their prof until they are at half hit points or less then they instead gain resistance to poison and necrotic damage. Any attuned wielder has disadvantage on saves against diseases This disadvantage can NOT be countered with advantage, you always have it. AN attuned wielder may choose to when attuning set 1 stat to be 19+ there prof (going up as their prof does) but if they do they must also choose a different stat to be set to 10- there prof (going down as there prof goes up) ( if the same person unattuned and reattunes they can not choose the same stat for either) Any attuned wielder gains access to an at will attack that can be used as an action, or a bonus action when they take the attack action and have the left hand empty, Make a Dex or Cha attack against a creature within 15ft, if you hit you pull them up to 10ft, and they are grabbed, if you miss they take psychic damage equal to the modifier of your attack roll (so dex mod or cha mod) This attack and damage is given a plus equal to half your prof. If the attuned wielder is a spell caster they add poison spray to there list of known cantrips, even if the attunement is removed they keep this benefit forever. Bane/Bless as an action an attuned user may bend the laws of chance, they spend a HD and take damage equal to the roll, then both a bane and a bless spell go off, both of which require only a single concentration and any saves to maintain concentration are done with advantage. Infect as an action an attuned user may choose a grabbed or immobilized creature within 15ft to gain the poison condition then make a Constitution saving throw (DC10+ wielders highest stat mod) or take 4d8 necrotic damage, this damage can not be healed until the target takes a long rest. At the end of every round the poisoned target rolls 1d8+8 and then can make a Constitution save dc of that result to remove the poison condition. Contagion as an action the attuned wielder can spend a HD, roll it and take damage equal to it, then cast the Contagion spell Every day at dawn the arm gains a number of charges equal to your prof -1d6 it can hold a maximum of 2 or half your HD witch ever is higher. You can spend 2 charges to cast Blight, or 3 charges to cast Harm, or 1d4+2 charges* to cast finger of death or they can spend 2d4 charges* to cast wither and bloom. If you spend down to 1 or 0 charges you gain a level of exhaustion. *random charges are rolled after the action is used but before the spell goes off, and are spent down to 0 if not enough charges remain. To unattuned to this item you must first have a heal spell cast on you then a remove curse, if not you drop to 0hp and dying and can not regain hp in anyway for 3d6 days (leaving you in a comma if you stabilize) When you do so whether through heal/remove curse, or other you must roll a d6 on an even number you keep your left arm, on an odd number your left arm dies and falls off. [/QUOTE]
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