Because I can't share with my players: The Hand of Knem Koth 5e Conversion

As part of my converting Stoneheart Valley and Sword of Air, I've been working on the chapter Into the Plane of Shadow. I just did a 5e version of the Hand of Knem Koth. It's so fun, but I can't share with any of my other friends, because they all are going to play in the campaign, and I don't want to spoil anything. 

 

So, enjoy.

 

Hand of Knem Koth

Wondrous item, artifact (requires attunement)

[INSERT FLUFF HERE]

Mark of Undeath. When a character first becomes attuned to the item, a series of changes falls over the character.

  • Beasts within 30 feet of you are always hostile towards you, even beasts that would be considered your ally.
  • You emit the sickly-sweet stench of putrefaction, noticeable from up to 10 feet away. This is accompanied by rotting, which occurs over the course of 4 days. You lose your hair by the end of day 1, fingertips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. If your attunement ends, a regenerate spell restores any lost body parts.
  • If you begin a turn within 10 feet of any holy water, it is immediately turned into unholy water.
  • You age 3d10 years. You must succeed on a DC10 Constitution saving throw or die from the shock. It you die, you are instantly transformed into a wraith under the DM’s control that is sworn to protect the artifact and collect the remaining pieces of Knem Koth.

    Finally, because of your brush with undeath and shadow, you are immune to disease while attuned to the artifact.

    Spellcasting. If the hand of Knem Koth wishes, you can use an action to cast the chill touch cantrip.

    In addition, you can cast one of the following spells: animate dead, commune, and darkness. Once you cast one, roll a d6. On a 1-5, you cannot cast that spell again until you take a long rest.

    Dimensional Anchor. Anyone attempting to teleport or use planar travel of any king within 200 feet of the bearer of the hand of Knem Koth must make a DC20 ability check, using their spellcasting modifier, in order to do so without the hand’s permission.

    Gate Mastery. The bearer can inscribe the mark of Knem Koth upon any permanent magical gate, which allows the attuned bearer to control who passes between the planes that the gate connects. The mark remains until dispelled by the bearer of the hand as an action, or until a new owner attunes to the hand of Knem Koth.

    Sentience. The hand of Knem Koth is a sentient chaotic evil wondrous item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision, in both natural and magical darkness, and communicates via telepathy. A creature can attempt a DC20 Intelligence saving throw to block out the telepathic communications from the hand; on a success, they are immune to it’s communication for 24 hours.

    Personality. The hand of Knem Koth whispers to those around it in their minds. The hand has a single purpose: be reunited with its other parts and resurrect the lost, dead god Knem Koth.

    It despises living things, treating them as, at best, tools to be used. It delights in suffering and darkness, and seeks also the darkening of the natural world.

    The hand of Knem Koth can use an action to cast suggestion on a creature within 30 feet of it that it can see. The magical coercion forces the creature to take up the hand and attune to it. It can also cast counterspell should any attempt to use remove curse on it’s attuned wielder.

    Once per day, on any day that the hand of Knem Koth spends in sunlight, magical or otherwise, triggers a conflict between it and its wielder. A conflict also occurs on any day that an attuned wielder attempts to seek the hand’s destruction (see below), attempts to willingly break attunement to the artifact, or if the wielder has spent 7 days without pursuing any of the hand’s goals.

    If a conflict occurs, the hand and its attuned wielder make an opposed Charisma check. If the item wins, the hand of Knem Koth demands that the wielder begin pursuing the hand’s goals above all other goals. If the wielder refuses, they must make a DC16 Charisma saving throw. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the hand of Knem Koth can’t use this power again until the next dawn.

    Destruction. The hand of Knem Koth can be destroyed if an attuned carrier places the hand on an altar of the God Arden, and exposes it to sunlight for 168 hours (1 full week) of direct, natural sunlight. In order to be destroyed, a character must remain attuned to it to suppress its malevolent touch.

jmj_1975's picture

Thanks for sharing.

Cool! Thanks.

You're welcome. I've got all of Stoneheart Valley converted as a first draft, and I'm doing all the plot-specific dungeons in Sword of Air before diving in and doing the wilderness chapter (I'm going to be building it up with a bunch more content for my players). I'd be willing to write up a IP-less (at least, as much as I can avoid IP, anyway) version once the conversion is finished with, with at least the important bits, magic items, specific monsters, etc. I'd just need permission from the Frogs, but none have responded to me asking...

Email me direct on this, zach@froggodgames.com...these questions get bounced around, left unanswered and then forgotten too easily by us ADD Frogs.

The short answer is you if you are not profiting off our IP and only want to share what you make amongst yourselves that is fine. For actual commercial or widely distributed 'free' products it isn't allowed unless there is a contract granting permission.

Zach, Frog God

I shall do so, when the conversion is finished! Just because they amuse me, have some Tsathar!

Tsathar

AC 15 (hide armor, shield); HP 11 (2d8 + 2); Spd 20ft, swim 40ft; Melee bite (+3, 1d4 + 1 bludgeoning damage), spear (+3, 20/60ft if thrown, 1d6 +1 piercing damage), dagger (+3, 1d4 + 1 piercing damage), claw (+3 1d6 + 1 slashing damage); SA multiattack (bite x1, spear x1, or bite x1, claw x2, or bite x1, dagger x1), implant (see Tsathar Reproductive Cycle), amphibious (breath air and water), slippery (advantage on ability checks and saving throws made to escape grapple or restrained), speak with frogs and toads (communicate simple concepts to frogs and toads), standing leap (long 20ft, high 10ft); Str +1, Dex +1, Con +1, Int -2, Wis +0, Cha -2; Skills Stealth +3 Senses darkvision 60ft; Size Medium; Type humanoid (tsathar); AL CE; CR 1/4 (50 XP), Languages Abyssal, Tsathar

         Gear. Hide armor, shield, spear, dagger x2, 1d4 rations of edible fungus

 

Tsathar Supplicant

AC 15 (hide armor, shield); HP 27 (5d8 + 5); Spd 20ft, swim 40ft; Melee bite (+3, 1d4 + 1 bludgeoning damage), dagger (+3, 1d4 + 1 piercing damage), claw (+3, 1d6 + 1 slashing damage); SA multiattack (bite x1, dagger x1, or bite x1, claw x2), implant (see Tsathar Reproductive Cycle), amphibious (breath air and water), slippery (advantage on ability checks and saving throws made to escape grapple or restrained), speak with frogs and toads (communicate simple concepts to frogs and toads), standing leap (long 20ft, high 10ft); Str +1, Dex +1, Con +1, Int -2, Wis +2, Cha -2; Skills Stealth +3 Senses darkvision 60ft; Size Medium; Type humanoid (tsathar); AL CE; CR 1 (200 XP), Languages Abyssal, Tsathar

         Spells (1st level, DC12, +4). Cantrips (at will)--acid splash, guidance, poison spray, resistance; 1st (3)--bane, inflict wounds, shield of faith;

         Gear. Hide armor, shield, daggers x2, 1d4 rations of edible fungus, small soapstone unholy symbol of Tsathogga

 

Tsathar Filth-Priest

AC 15 (hide armor, shield); HP 66 (12d8 + 12); Spd 20ft, swim 40ft; Melee bite (+3, 1d4 + 1 bludgeoning damage), dagger (+3, 1d4 + 1 piercing damage), claw (+3, 1d6 + 1 slashing damage); SA multiattack (bite x1, dagger x1, or bite x1, claw x2), implant (see Tsathar Reproductive Cycle), amphibious (breath air and water), slippery (advantage on ability checks and saving throws made to escape grapple or restrained), speak with frogs and toads (communicate simple concepts to frogs and toads), standing leap (long 20ft, high 10ft), summon hezrou (1/day, 40% chance to summon a hezrou as an action); Str +1, Dex +1, Con +1, Int -2, Wis +3, Cha -2; Skills Stealth +3 Senses darkvision 60ft; Size Medium; Type humanoid (tsathar); AL CE; CR 5 (1800 XP), Languages Abyssal, Tsathar

         Spells (5th level, DC13, +5). Cantrips (at will)--acid splash, guidance, poison spray, resistance; 1st (4)--bane, inflict wounds, shield of faith; 2nd (3)--enhance ability, hold person, silence, spiritual weapon; 3rd (2)--bestow curse, dispel magic;

         Gear. Hide armor, shield, daggers x2, 1d4 rations of edible fungus, small soapstone unholy symbol of Tsathogga

 

 

 

Heart of Knem Koth

Wondrous item, artifact (requires attunement)

[INSERT FLUFF HERE]

    Darkness. As an action, an attuned wielder can touch the heart of Knem Koth and create a spherical area of magical darkness. The attuned wielder decides on the size of this area, but it must center on the heart, and can extend no further than 120 feet in radius. The attuned wielder can use another action to end this effect. For the purposes of dispel magic and similar effects, this counts as a 9th-level spell.

    Dark Calls to Dark. The various pieces of Knem Koth know the direction of other pieces. [This feature is shared by all pieces of Knem Koth]

    Shadow is Home. While the attuned wielder carries the heart and remains on the Plane of Shadow, he or she enjoys the following effects.

  • He or she is immune to necrotic damage, has no need of food, drink, nor sleep, and gains darkvision, in both magical and nonmagical darkness, out to 120 feet.
  • He or she cannot be blinded, charmed, deafened, frightened, petrified, or stunned while attuned to the heart by any effect other than one originating from the heart or another piece of Knem Koth.
  • The attuned wielder knows the shadowspeech language.

    Spellcasting. The heart of Knem Koth can allow an attuned wielder to cast detect magic, speak with dead, and gentle repose. As long as the heart wishes, the attuned wielder can cast these spells at will.

In addition, an attuned wielder can cast Evard’s black tentacles and scrying. Once each of these spells have been cast, the attuned bearer’s player rolls 1d6. On a 1-5, these spells cannot be cast again for 24 hours.

    Mark of Undeath. When a character first becomes attuned to the item, a series of changes falls over the character.

  • Beasts within 30 feet of you are always hostile towards you, even beasts that would be considered your ally.
  • You emit the sickly-sweet stench of putrefaction, noticeable from up to 10 feet away. This is accompanied by rotting, which occurs over the course of 4 days. You lose your hair by the end of day 1, fingertips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. If your attunement ends, a regenerate spell restores any lost body parts.
  • If you begin a turn within 10 feet of any holy water, it is immediately turned into unholy water.
  • You age 3d10 years. You must succeed on a DC10 Constitution saving throw or die from the shock. It you die, you are instantly transformed into a wraith under the DM’s control that is sworn to protect the artifact and collect the remaining pieces of Knem Koth.
  • You are immune to disease while attuned to the artifact.

    Sentience. The heart of Knem Koth is a sentient chaotic evil wondrous item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision, in both natural and magical darkness, and communicates via telepathy. A creature can attempt a DC20 Intelligence saving throw to block out the telepathic communications from the heart; on a success, they are immune to it’s communication for 24 hours.

    Personality. The heart of Knem Koth whispers to those around it in their minds. The heart has a single purpose: to be reunited with its other parts and resurrect the lost, dead god Knem Koth.

    It despises living things, treating them as, at best, tools to be used. It delights in suffering and darkness, and seks also the darkening of the natural world.

    The heart of Knem Koth can use an action to cast suggestion on a creature within 30 feet of it that it can see. The magical coercion forces the creature to take up the heart and attune to it. It can also cast counterspell should any attempt to use remove curse on it’s attuned wielder.

    Once per day, on any day that the heart of Knem Koth spends in sunlight, magical or otherwise, triggers a conflict between it and its wielder. A conflict also occurs on any day that an attuned wielder attempts to seek the heart’s destruction (see below), attempts to willingly break attunement to the artifact, or if the wielder has spent 7 days without pursuing any of the heart’s goals.

    If a conflict occurs, the heart and its attuned wielder make an opposed Charisma check. If the item wins, the heart of Knem Koth demands that the wielder begin pursuing the heart’s goals above all other goals. If the wielder refuses, they must make a DC16 Charisma saving throw. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the heart of Knem Koth can’t use this power against until the next dawn.

    Destruction. The heart of Knem Koth can be destroyed if an attuned carrier places the hand on an altar of the God Arden, and exposes it to sunlight for 168 hours (1 full week) of direct, natural sunlight. In order to be destroyed, a character must remain attuned to it to suppress its malevolent touch.

 

Thanks for taking the time to do this! Please share anything else you come up with--I'd appreciate it greatly.

Eventually, I plan on posting a pdf with the entire conversion in it, but I just posted this because its eating me up inside not having someone I can share it with. All my friends are going to be playing in it!

Very well done.  I'm watching this space. :)

Noose of Knem Koth

Wondrous item, legendary (requires attunement)

    This noose is crafted from a loop of gut from the dead god Knem Koth. The item is powerful and wholly evil, and shares several features with the other pieces of Knem Koth.

    Magic Weapon. The noose of Knem Koth functions as a magical whip. An attuned wielder adds +3 to both attack rolls and damage rolls made with the noose.

    Suffocation. If an attuned wielder attacks and hits a Large or smaller creature that possesses a discernable neck, they can elect to grapple the creature in lieu of dealing damage. The escape DC equals 8 + the attuned wielder's Strength or Dexterity modifier + the attuned wielder’s proficiency bonus + 3. The noose maintains the grapple for the wielder, freeing them to perform other actions, even if they let go of the noose.

    At the start of each of the grappled creature’s turns, it takes 4d6 necrotic damage, and the attuned wielder regains half the damage dealt as hit points.

    The noose can be cut to end the grapple, or another creature can attempt to pry the noose from a target’s neck, each taking an action. The noose has immunity to all conditions, immunity to cold, necrotic, psychic, and poison damage, and resistance to all other damage types, including magical weapons. It has 100 hit points, and regenerates 5 hit points at the start of each of the wielder’s turns; this regeneration is dropped to 1 hit points if in direct sunlight, or raised to 10 hit points on the Plane of Shadow.

    Mark of Undeath. When a character first becomes attuned to the item, a series of changes falls over the character.

  • Beasts within 30 feet of you are always hostile towards you, even beasts that would be considered your ally.
  • You emit the sickly-sweet stench of putrefaction, noticeable from up to 10 feet away. This is accompanied by rotting, which occurs over the course of 4 days. You lose your hair by the end of day 1, fingertips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. If your attunement ends, a regenerate spell restores any lost body parts.
  • If you begin a turn within 10 feet of any holy water, it is immediately turned into unholy water.
  • You age 3d10 years. You must succeed on a DC10 Constitution saving throw or die from the shock. It you die, you are instantly transformed into a wraith under the DM’s control that is sworn to protect the artifact and collect the remaining pieces of Knem Koth.
  • You are immune to disease while attuned to the artifact.

    Sentience. The noose of Knem Koth is a sentient chaotic evil wondrous item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision, in both natural and magical darkness, and communicates via telepathy. A creature can attempt a DC20 Intelligence saving throw to block out the telepathic communications from the noose; on a success, they are immune to it’s communication for 24 hours.

    Personality. The noose of Knem Koth whispers to those around it in their minds. The noose has a single purpose: to be reunited with its other parts and resurrect the lost, dead god Knem Koth.

    It despises living things, treating them as, at best, tools to be used. It delights in suffering and darkness, and seks also the darkening of the natural world.

    The noose of Knem Koth can use an action to cast suggestion on a creature within 30 feet of it that it can see. The magical coercion forces the creature to take up the noose and attune to it. It can also cast counterspell should any attempt to use remove curse on it’s attuned wielder.

    Once per day, on any day that the noose of Knem Koth spends in sunlight, magical or otherwise, triggers a conflict between it and its wielder. A conflict also occurs on any day that an attuned wielder attempts to seek the noose’s destruction (see below), attempts to willingly break attunement to the artifact, or if the wielder has spent 7 days without pursuing any of the noose’s goals.

    If a conflict occurs, the noose and its attuned wielder make an opposed Charisma check. If the item wins, the noose of Knem Koth demands that the wielder begin pursuing the noose’s goals above all other goals. If the wielder refuses, they must make a DC16 Charisma saving throw. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the noose of Knem Koth can’t use this power against until the next dawn.

    Destruction. The noose of Knem Koth can be destroyed if an attuned carrier places the hand on an altar of the God Arden, and exposes it to sunlight for 168 hours (1 full week) of direct, natural sunlight. In order to be destroyed, a character must remain attuned to it to suppress its malevolent touch.