The Armageddon Fist, Hunter’s Burden
Wondrous Item, Artifact (Cursed), (Requires attunement by a warrior who has slain a Tarrasque)
Formed in the aftermath of The Tarrasque’s defeat, the impossible death throes of the mighty titan as it fell were felt throughout the Planes, echoing the collapse of one of the most dangerous entities to ever plague the multiverse. With this death that should never have come, came with a great sacrifice however, for the essence of the Tarrasque is not one that can be so easily extinguished. Sealed within the arm of its slayer, the potent energies of the Apocalypse are both a blessing and a curse.
Scornful Blows: The potency of the Fist grants its wielder something of an expertise in destruction. Your fists are considered siege-weapons for the purposes of dealing damage to objects.
Additionally, the concussive force of your attacks is enhanced. Double your damage dice when hitting things with your unarmed attacks. This damage is multiplied on a critical hit.
The Greatest of Hunters: Your abilities as a hunter have only been heightened with the addition of the Tarrasque’s power. After all, the Tarrasque is the greatest of killers.
You gain expertise in Survival checks, and as a bonus action in combat, may make a Survival roll in order to determine the location of any living being in the general area (opposed by their stealth roll). This essentially allows you to attack targets normally, even while blinded or while they are invisible (as per the monstrous blindfight rules).
God-Slayer: Your consistent desire to find the biggest and baddest of creatures has gotten you into trouble more than it has gotten you out of it. Despite this, you are always able to power through.
When faced with a creature that is larger than your standard size, your critical hit range is extended one tick for every size that it beats you by. For example, a large creature extends the range to 19-20, a huge creature to 18-20, and a gargantuan creature to 17-20. Additionally, your critical strike damage is tripled instead of doubled against such creatures.
This benefit is not taken away if your own size is temporarily enlarged, but does increase against creatures if their size is temporarily enlarged.
End Times Augmentation: Ever since having the power of the Tarrasque placed upon you, you have felt a new sensation of power come over your form. Changing it. Shifting it. Molding it into something new and terrible.
You gain a +2 bonus to both your Wisdom and Dexterity scores. Additionally you have achieved a form of regeneration that keeps you fighting, much like the fearsome god-beast you slew before. Each round you may regenerate 10 HP while you are conscious. This regeneration cannot be mitigated or halted by anything beyond exceptionally potent magic, such as a Wish spell.
Reflective Ligament: Your arm is as durable as adamantium, and provides the legendary defenses of the fabled Armageddon Engine itself.
Any time you are targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, you are unaffected, and the Effect is reflected back at the caster as though it originated from you, turning the caster into the target.
Random Magical Properties:
?While attuned to the artifact, one of your ability scores (DM's choice) increases by 2, to a maximum of 24. (Wisdom)
?While attuned to the artifact, one of your ability scores (DM’s choice) increases by 2, to a maximum of 24 (Dexterity).
Random Minor Detrimental Properties:
?While you are attuned to the artifact, animals within 30 feet of you are hostile toward you.
?While attuned to the artifact, you must eat and drink six times the normal amount each day.
Asura’s Hunt: Despite the immense power exuded by the arm, it comes at a cost. Despite being a cursed object, the arm cannot be removed, either by Remove Curse or by attempting to sever the arm, as the consistent regeneration will allow it to grow back from even the most destroyed state.
Moreover, the essence of the Tarrasque consistently fights against your better nature, driving you to hunt with an almost insatiable need. You are a great warrior, and a Monk of strong resolve, but even the greatest fall eventually. It is only a matter of time.
When using Complete Astral Self, you have the option to obtain an even more furious form. You may double the amount of arms you can manifest, thus doubling the amount of attacks you can make (this also doubles the amount of attacks you can make with Flurry of Blows). However, you are also affected by a berserker effect.
Roll a Wisdom saving throw every round, DC 20. On success you maintain your focus and may act normally for that round. On a failure, you are compelled to attack the closest creature within range with all of your attacks if possible. You are -always- striking to kill, which means you will even attack downed creatures.
This effect lasts until either Complete Astral Self ends, or you are brought to unconsciousness.