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A funeral

So, your player has been reading Altered Carbon or playing some Deus Ex and wants their sorcerer to have an awesome cybernetic arm attached that can do all kinds of cool stuff... No problem!


There are a few different options you could choose from to make this happen. You could go the Eberron route and give them something like the Prosthetic Limb but that requires an attunement slot—this is fixed by Tasha's—and it does not actually do anything different from a standard limb. You could use something like the Armblade or the Arcane Propulsion Arm both of which are cool but require you to own a copy of Eberron if you want to remember how they work (which I do encourage, it is a great book and I would kill to meet Kieth Baker) or sail the high seas of the internet to find the stats (which I take a morally neutral stance on in general).


Alternately, you could use the rules below to really give your players that "going under the knife and coming up with a cool new ability" feeling.


Grafted Magic Items

Grafts are magical items implanted into the bodies of their wielders. The process of grafting is dangerous but for those willing to take the risk, the rewards are great...


Unless otherwise stated in the item's stat block, a grafted item must be implanted into a character with the help of a Non-Player Character who specializes in grafting or a Player Character proficient in the Medicine skill (Grafter).


The Grafter must succeed on a Wisdom (Medicine) check the DC of which is determined by the rarity of the item as shown in the table below.

​Rarity

DC

Common

5

Uncommon

10

Rare

15

Very Rare

20

Legendary

25

Artifact

30

On a failure, the Grafted Item's "Improperly Implanted" feature is triggered as outlined in the item's description.


Example Grafted Items


Blazing Eye

Grafted Item, Common, No Attunement Required


This magical device replaces a lost eye. As an action, you cause a beam of power to shoot from this eye at target that you can see within 60 feet. The target must succeed on a Dexterity Saving Throw equal to 8 + your Wisdom Modifier or take 1d6 force damage.


Improperly Implanted. If the Blazing Eye was improperly implanted, you cannot benefit from Darkvision. This can be corrected with the use of the spell Lesser Restoration or similar magic.


War Limb

Grafted Item, Rare, Requires Attunement


This magical device replaces a lost arm. While attuned to a War Limb, your Strength or Dexterity Score increases by 1.


Additionally, over the course of a short rest you can activate one of the arms enchantments granting it one of the following abilities. Only one ability can be active at a time.


Concussive Bolt. As an action, you make a ranged attack against a target that you can see within 60 feet. On a hit, that creature takes 1d10 Thunder damage.


Medical Appendage. As an action, you can touch a living creature that has 0 hit points and infuse them with life force. The creature gains one hit point. This action has no effect on the undead.


Clawed. You can roll a d8 in place of the normal damage of an unarmed strike and your attacks deal slashing instead of bludgeoning damage.


Improperly Implanted. If the War Limb was improperly implanted, you must roll 1d6 every time you attempt to change the arm's enchantment. On a 1, the enchantment sticks and you cannot change it again. This can be corrected with the use of the spell Greater Restoration or similar magic.

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A religious leader of great power, the Pontifex is an avatar of the god they worship. This CR11 cleric enemy for 5th edition leads crusades, commands armies of zealots, and acts as the living word of their god in the mortal realm.


A Pontifex resides in grand cathedrals and magnificent temples dedicated to the god the Pontifex serves. They surround themselves with powerful clerics, paladins, and zealots who obey their every command with religious fervor and for whom failure is never an option.

CR11 Cleric Enemy for 5th Edition
CR11 Cleric Enemy for 5th Edition
CR11 Cleric Enemy for 5th Edition
CR11 Cleric Enemy for 5th Edition

Lair Actions

  • When fighting inside of its lair, the Pontifex can call upon the power of the believers within to take lair actions. On initiative count 20, the Pontifex takes one of the following actions.

  • Divine light suffuses a 60ft. radius around the Pontifex. Any of the Pontifex’s enemies within that radius must succeed on a DC15 Wisdom saving throw or else move 10ft. away from the Pontifex.

  • The Pontifex casts Prayer of Healing, Silence, or Dispel Magic using Wisdom as its spellcasting modifier and without expending a spell slot.

Regional Effects


The area surrounding the lair is infused with radiant power causing the following effects.

  • Observed by the Divine. Every time a character fails an ability check or takes radiant damage, they must succeed on a DC13 Wisdom saving throw or else gain a level of mania. Each level of mania imparts a -1 penalty to ability checks and saving throws. A character that gains ten levels of mania dies. Taking a short rest removes one level of mania as does the spell Greater Restoration or similar magic. A long rest outside the affected region or a potion of vitality will remove all levels of mania.

  • Zealous Dead. The souls of those who died while worshiping the Pontifex’s god do not pass on here. Instead, they aid the living believers in small ways and torment non-believers with whispered threats.

  • Religious Fervor. Each time a creature takes a long rest while within the region, they take a -1 penalty to saving throws made to resist Charisma (Persuasion) checks made by the Pontifex. This effect stacks.

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Need a bit of chaos in your campaign? Toss in a kobold that can shoot bees.


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dnd magic item Sprig of Bees
dnd magic item Sprig of Bees

This post is brought to you by the patrons of the Lorelock! Patrons get access to tons of bonus and early access TTRPG goodies! Become a patron at patreon.com/lorelock or subscribe to the Lorelock Newsletter for a free 5e adventure, weekly GM tools, monsters, magic items, and so much more!

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