The Arm of Manshoon

by Malevolo

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The Arm of Manshoon

When Manshoon lost his arm in battle, he used the Fabricate spell to fashion another out of solid gold. That arm served him well for many years. Upon meeting (and capturing) a said-to-be-famous gnomish enchanter, he had the gnome enchant the arm with a number of incredible magics.

When the gnome was finished with his masterpiece, Manshoon summarily executed the Gnome and proceeded to remove every record of the gnome's existence. He purchased and burned every copy of the gnome's written works, murdered the gnome's entire family, and even contracted Golorr to erase the memory of the Gnome's existance.

However, this shroud of secrecy kept only the outside world from discovering the identity of the Gnome. That tiny creature, knowing the machinations of the wizard, predicted his own demise and turned the arm into a Soul Cage. Even while Manshoon rested comfortably with the knowledge that the outside world had forgotten the name of the intrepid Gnome, he remembered it every day as it spoke to him from within the arm.

Baervan Wildwanderer

Not much is known of Baervan due to the machinations of Manshoon. He is an ancient but kind gnome, having lived much longer than most elves. He loves the forest, nature, and travel. His animal companion, a dire raccoon (which also served as his steed), was always with him wherever he went.

In death- or in the stasis within the Arm of Manshoon, he appears to the wearer of the arm as a small raccoon which prefers to perch on the bearer's shoulder.

The Arm of Manshoon, +3

Right Arm of a medium humanoid, Legendary Artifact (requires attunement by a spellcaster), Sentient, Cursed.

The Arm of Manshoon can be used as a spellcasting focus, but only when not holding anything. While attuned to the arm, an illusion that can only be seen by you of an Raccoon is always present and follows you around.

The Arm has 7 charges. You regain 1d6+1 charges at dawn. You can use an action to expend charges to create one of the following effects:

  • Baervan appears in the unoccupied space nearest you. He is a physical creature with the statistics of a cat, except with 23 Int, 19 Wis, and 12 Cha. 1 Charge: He remains until killed or the end of your next short rest. 2 Charges: Baervan will stay until the end of your next long rest.
  • Regain a spell slot. This takes a number of charges equal to the spell level.
  • Cast one of the following spells: Barkskin, Pass without Trace, Call Lightning, Ice Storm, Stoneskin. This takes a number of charges equal to the spell level.
  • Gain Truesight until your next short rest.
  • Expend a charge to regain two charges the next day.

The Arm can be used as a melee weapon. As long as you are attuned to it, you are proficient with it.

Metal Fist Melee Weapon 1d4 bludgeoning, finesse.

Concordance with the Arm of Manshoon

Starting score 5
Owner gains a level +1d6
Owner is Good +2
Owner is Lawful +2
Owner does a good deed +1
Owner seeks power -1
Owner kills an innocent -2

Pleased (16+)

  • Nature follows you everywhere, and you regain an additional 1d6 health with every hit die you expend to rest.
  • You gain resistance to all nonmagical damage.
  • You gain advantage on all spells and attacks with the Arm against evil creatures.
  • Baervan's Raccoon form is always present and is based on the stats of a Lion, with the same changes.
  • Return Kindness: If you fail a saving throw against a magical effect, you can use your reaction to spend a hit die and take half damage instead. The attacker also takes that damage.

Satisfied (12-15)

  • Return Kindness: If you fail a saving throw against a magical effect, you can use your reaction to spend a hit die and take half damage instead. The attacker also takes that damage.

Normal (5-11)

No changes.

Unsatisfied (1-4)

  • The Forest is against you: When you make a critical strike, Baervan seeks to intercede. You must roll again and if it does not hit, your critical strike is negated.

Angered (0 or lower)

  • The Forest is against you: When you make a critical strike, Baervan seeks to intercede. You must roll again and if it does not hit, your critical strike is negated.
  • Magical Madness: To cast a spell using the arm, you must succeed in a contested Intelligence check against Baervan. Baervan has a 23 intelligence (+6).
 

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