Eye and Hand of Vecna (2014 Dungeon Masters Guide)

artifact · Wondrous Item · Requires Attunement

Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.

Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.

Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.

The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.

To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.

To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.

Random Properties

The Eye of Vecna and the Hand of Vecna each have the following random properties:

  • 1 Artifact Properties; Minor Beneficial Properties
  • 1 Artifact Properties; Major Beneficial Properties
  • 1 Artifact Properties; Minor Detrimental Properties

Properties of the Eye

Your alignment changes to neutral evil, and you gain the following benefits:

  • You have truesight.
  • You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
  • The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5% chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.

Properties of the Hand

Your alignment changes to neutral evil, and you gain the following benefits:

  • Your Strength score becomes 20, unless it is already 20 or higher.
  • Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit.
  • The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.

Properties of the Eye and Hand

If you are attuned to both the hand and eye, you gain the following additional benefits:

  • You are immune to disease and poison.
  • Using the eye's X-ray vision never causes you to suffer exhaustion.
  • You experience premonitions of danger and, unless you are incapacitated, can't be surprised.
  • If you start your turn with at least 1 hit point, you regain 1d10 hit points.
  • If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
  • You can use an action to cast wish. This property can't be used again until 30 days have passed.

Destroying the Eye and Hand

If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.

Multiple variations of this item exist, as listed below:

  • Eye of Vecna
  • Hand of Vecna

Eye and Hand of Vecna (2024 Dungeon Masters Guide)

artifact · Wondrous Item · Requires Attunement

Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming a lich.

A treacherous lieutenant named Kas brought Vecna's rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that still seek to work Vecna's will in the world.

The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a shriveled left extremity.

Random Properties of the Eye and Hand

The Eye of Vecna and the Hand of Vecna each have the following random properties

  • 1 Artifact Properties; Minor Beneficial Properties property
  • 1 Artifact Properties; Major Beneficial Properties property
  • 1 Artifact Properties; Minor Detrimental Properties property

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.

Properties of the Eye

While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following benefits:

  • Truesight

    You have Truesight out to 240 feet.

  • 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). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5% chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.

    Eye of Vecna Spells
    Spell Charge Cost
    Clairvoyance 2
    Crown of Madness 1
    Disintegrate 4
    Dominate Monster 5
    Eyebite 4
  • X-ray Vision

    You can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Attuning to the Hand

To attune to the hand, you must press it against the stump where your left hand was. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.

Properties of the Hand

When you are attuned to the hand, your alignment is Neutral Evil, and you gain the following benefits:

  • Great Strength

    Your Strength becomes 20 unless it is already 20 or higher.

  • 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.

  • 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). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from it, the hand casts Suggestion on you (save DC 18; no Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.

    Hand of Vecna Spells
    Spell Charge Cost
    Finger of Death 5
    Sleep 1
    Slow 2
    Teleport 3

Properties of the Eye and Hand

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 (see chapter 3) 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 Points, you regain 1d10 Hit Points.

  • Wish

    You can cast Wish. Once used, this property can't be used again until 30 days have passed.

Destroying the Eye and Hand

If the Eye of Vecna and the Hand of Vecna are both attached to the same creature and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.