“ | Evil is not an absence of good. It is not a choice... Evil is one of two forces in the cosmos, an agency locked in eternal struggle against its antithesis... Only good and evil exist. And not even a hair's width of space separates them. | „ |
~ Vecna |
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“ | Hear the holy prophecy of Vecna, Supreme Deity of All the Infinite Spaces and Every Space Between. Says the Lord: You cannot and will not reach me with malice in your heart; I will not allow it. I know your thoughts as you think them, for I have become a true god. Yet my power now is nothing to that which I am soon to reach, when I reach forth from the very center of multiversal disintegration and reorder the cosmos, according to my whims, from first to last dimension. Those who stand against me will be wiped from existence, as if they had never been. But those who now forswear past allegiance and pledge themselves to the one supreme lord of creation may be brought into the new world. Decide soon, for reality rapidly speeds toward dissolution and my ultimate ascension. | „ |
~ Vecna |
“ | You want peace? There is no peace, the way things are. You all bicker and stab and murder in the names of your mothers, your fathers. But this one? Everyone will live, and when they die, that need not be the end, either, under my banner. | „ |
Background
Vecna, known as the Dying King, the Undying King, the Whispered One, Lord of the Rotted Tower, the Maimed God, and Master of the Spider-Throne is one D&D's most iconic villains.
TBA
Statistics
Key: Pre-Ascension | Demigod | Lesser Deity | Greater God | Ascended (Critical Role)
Tier: At least 7-B, possibly Higher | 2-A | 2-A | At least 2-A, would eventually become Low 1-C, possibly Higher | At least Low 1-C, possibly Higher
Name: Vecna, the Maimed Lord, the Arch-Lich, Master of the Spider-Throne, the Chained God, Lord of the Hand and Eye, the Maimed God, the Whispered One, the Undying King, the Lord of the Rotted Tower, the Ascended, the Dying King, Supreme Deity of All the Infinite Spaces and Every Space Between, the Lord, The Master of All That is Secret and Hidden, Jack Vance
Origin: Dungeons and Dragons
Sex: Male
Age: Over 100,000 years old
Classification: God of Secrets, Zombie Lich (formerly human), Wizard
Status: Undead
Alignment: Lawful Evil prior to godhood, Neutral Evil afterwards (Listed to be his for his alignments. According to some, Vecna had an obsession with acquiring and maintaining secrets, believing them to be the source of true power. He was precise and calculating in his actions, but was at times prone to bouts of intense rage. Vecna believed that every being in existence held a single secret that could be manipulated to bring about its destruction. Uncovering that secret and exploiting its truth were the key to gaining dominion over others. Created the Book of Vile Darkness, a despicable tome that contains any and all bad things that could be conceived)
Dimensionality: 3-D | 4-D
Attack Potency: At least City level, possibly Higher (Fought against Kas the Bloody Handed, a 17th level fighter, which puts them above legendary dragons) Hyper Multiverse level (Stated to have transcended the Prime Material Planes at this state of existence[1]) | Hyper Multiverse level (As a Lesser Deity, he should be comparable to Orcus, who can consistently fight against Demogorgon and Grazz'zt, the former shook the entire abyss, which is infinite in size and holds infinite layers within itself, with each layer being its own reality and universe) | At least Hyper Multiverse level (Secured his existence in Sigil, stalemating The Lady of Pain's power and was unable to be removed from Sigil by her, who can rewrite all of creation. Not even Orcus's Last Word could affect the Lady of Pain, which is an ability that can alter the entire multiverse and kill gods such as Camaxtli), would eventually become Low Complex Multiverse level, possibly Low Complex Multiverse level+ (After absorbing all the energy of the multiverse, Vecna would ascend beyond the levels of godhood, even putting him above Ao the Overdeity) | At least Low Complex Multiverse level, possibly Low Complex Multiverse level+ (Declared to be "Vecna the Ascended" by Matthew Mercer due to being more powerful than his original iteration)
Durability: At least City level, possibly Higher | Hyper Multiverse level. Immortality and Regeneration make him difficult to kill | Hyper Multiverse level. Immortality and Regeneration make him difficult to kill | At least Hyper Multiverse level, would eventually become Low Complex Multiverse level, possibly Low Complex Multiverse level+. Immortality and Regeneration make him difficult to kill | At least Low Complex Multiverse level, possibly Low Complex Multiverse level+. Immorality and Regeneration make him difficult to kill
Striking Strength: At least City Class, possibly higher | Hyper Multiversal | Hyper Multiversal | At least Hyper Multiversal, would eventually become Low Complex Multiversal, possibly Low Complex Multiversal+ | At least Low Complex Multiversal, possibly Low Complex Multiversal+
Lifting Strength: Unknown | Extra-Temporal
Travel Speed: Unknown | Extra-Temporal (Stated to have transcended the Prime Material Planes) | Extra-Temporal (Superior to the time deities beneath him, could likely control the space-time of his own hypothetical realm, can move in stopped time) | Extra-Temporal | Extra-Temporal
Combat Speed: FTL (Fought against Kas, both of which are superior to characters who can can dodge Wrath of the Noonday Sun and similar light-based spells) | Extra-Temporal | Extra-Temporal | Extra-Temporal | Extra-Temporal
Reaction Speed: FTL | Extra-Temporal. Can't be blitzed due to the nature of Reflex Saves (For a DND character to dodge, they must make a reflex save. Gods automatically succeed at any saving throw) | Extra-Temporal. Can't be blitzed due to the nature of Reflex Saves | Extra-Temporal. Can't be blitzed due to the nature of Reflex Saves | Extra-Temporal. Can't be blitzed due to the nature of Reflex Saves
Stamina: Limitless
Range: High Multiverse level | Hyper Multiverse level | Hyper Multiverse level | Hyper Multiverse level, would eventually become Low Complex Multiversal, possibly Low Complex Multiversal+ | At least Low Complex Multiversal, possibly Low Complex Multiversal+
Intelligence: At least Supergenius (Has a intelligence rating of 22, putting him above "supra geniuses") | Cosmic | Cosmic | Omniscient (Stated to be "Truly Omniscient", Greater Gods know what is happening at all times, being able to accurately predict the opponent's next movement via their vast knowledge alone) | Omniscient
Powers and Abilities
Due to the nature of Save, based off of Fortitude, Reflex, and Will, this allows Vecna to have Resistance to the following: Absorption (Battletide transfers the energy it steals from the affected target to the caster. The target is slowed down, moving and attacking at half-speed, while the caster's moves are hasted. Chant of Fangs is an energy-stealing attacks that bypasses any physical protection), Acid Manipulation (Acid Rain creates a toxic shower that covers all within its area of effect. The droplets are a corrosive acid that eats through metal, cloth, and flesh), Age Manipulation (Via Age Creature), Air Manipulation (Akadi's Vortex creates a sphere of whirling air which causes lightning and air damage. Clear Air banishes smoke, gas, fog, and instantly settles particles such as blowing sand, soot, or grit. Creatures in gaseous form are immediately expelled from its confines, and they cannot enter the area while the spell is in effect), Animal Manipulation (Creatures affected by Animal Animosity exudes an aura that draws a hostile reaction from all animals within 50 feet. Insect Plague summons a number of swarms of locusts. Repel Vermin creates a barrier that hold back vermins), Attack Reflection (Chaotic Commands renders a creature immune to magical commands. In addition, anyone casting one of these spells on a creature protected by chaotic commands will have their spell backfired on themselves. Deflect Psionics employs magic to deflect psionic attacks back to the enemy), BFR (Abjure sends a creature back to their plane of existence. Syllable of Exile can send a target into a confusing pocket dimension. Dispel Evil causes a summoned creafure of evil nature, an evil creature from an other plane, or a creature summoned by an evil caster, to return to its own plane or place. Enmeshment creates sticky threads that upon touch sends the target into a misty labyrinth of unlimited size. Time Hop can send targets into the future), Biological Manipulation (Decompose causes organic material to turn into humus or compost instantly. Fertility can grow the vitality of plants and increases the chances of someone to become pregnant. Asphyxiate causes a target's throat to constrict and their lungs to swell shut), Blood Manipulation (Via Blood Bank and Blood Bond), Bone Manipulation (Break Limb enables the caster to break an opponent's arms or legs by touching it), Broadway Force (Creatures subjected to the Dance of Pain spell are jerked about in an uncontrollable dance that restricts their overall actions. Irresistible Dance causes the subject to feel an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place), Body Puppetry (Hideous Laughter afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone), Causality Manipulation (Wish can undo a previous event, causing reality to reshape itself accordingly to accomodate a new future result), Chaos Manipulation (Chaos spell causes several creatures in a large volume, in every dimension, to be subject to chaotic effects. Word of Chaos is a chaotic-type spell that deafen, stun, confuse, or even slay creatures that are not chaotic), Clairvoyance (Via Locate Creature and Locate Object), Information Manipulation and Conceptual Manipulation (Truenaming Magic encompasses all of creation and reality on its entirety, hacking into the fundamental construct of creatures, objects, ideas, etc., with its words and phrases changing the building blocks of reality, influencing everything that currently is, everything that ever was, and everything that will ever be), Corrosion Inducement (Acid Rain creates a toxic shower that covers all within its area of effect. The droplets are a corrosive acid that eats through metal, cloth, and flesh), Curse Manipulation (Bad Medicine induces a curse that modifies the parameters of a target, including their morality. Death Curse is a spell used to avenge the imminent death of the caster by placing a curse on the foe. Doom Curse is a spell that induces a curse which might cause severel different effects, such as loss of levels, negation of resistances, inability to speak, inability to hold things, recurring blurred visions and blindness), Darkness Manipulation (Blacklight creates a stationary, temporary area of total darkness, The darkness is impenetrable to normal vision and infravision, but the caster can see, move, attack, and cast spells normally in the affected area. The illumination of normal and magical light is negated by the blacklight), Death Manipulation (Ebony Tendrils summons a lump of blackness which induces death upon touch. Finger of Death is a death magic that causes a creature's heart to stop. Wail of the Banshee emits a terrible scream that kills creatures that hear it), Deconstruction (Druid's Decay can decompose a target or object into dust. Disintegrate creates a thin green ray that made a creature or a object of a certain size vanish, or be reduced to ash or dust), Density Manipulation (Crush of the Depths increases the air/water pressure within its area of effect. Everything within the area experiences a pressure of 1000 pounds per square inch), Disease Manipulation (Allergy Field causes creatures to experience swelling of the eyes, fits of sneezing, and dull headaches. Cloud of Pestilence creates a billowy cloud of vile vapors that induces a series of diseases for those who are exposed by it. Eyebite causes sudden pain and fever over the subject's body), Dream Manipulation (Via Nightmare spell), Duplication (Clone makes an inert duplicate of a creature), Earth Manipulation (Earth Anchor manipulates the earth to bind its targets to the ground), Electricity Manipulation (Akadi's Vortex creates a sphere of whirling air which causes lightning/air damage), Empathic Manipulation (Attraction replaces any negative emotions the target creature has toward the spellcaster with positive emotions), Energy Manipulation (Via Alicorn Lance and Chant of Fangs), Enhanced Senses (True Seeing confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things), Existence Erasure (Disc of Concordant Proposition brings into being a disc that blasts enemies into nothingness. Syllable of Dissolution can unmake a creature's physical essence. Sphere of Ultimate Destruction creates a black sphere of nothingness that destroys everything in its path. Destruction causes the target's body and essence to be utterly destroyed), Explosion Manipulation (Implosion creates a destructive resonance in a corporeal creature’s body), Extrasensory Perception (Via Detect Curse spells. Detect Lie is able to determine if the subject creature deliberately and knowingly speaks a lie. Emotion Read allows the priest to perform an instantaneous reading of a single subject’s emotional state. True Seeing confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things), Fate Manipulation (Pronouncement of Fate causes inevitable dooms to fall upon its victims. Choose Destiny allows the caster to pick a future out of multiple), Fear Manipulation (Bllodgloat causes the victims to feel hopelesness towards the caster. Cloak of Fear empowers a single creature touched to radiate a personal aura of fear, causing others to run away in panic), Fire Manipulation (Via Fire Storm, Fireball, Fire Shield, Flame Arrow, Flame Strike and Flaming Sphere), Gravity Manipulation (Reverse Gravity reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward), Healing (Bladebless heals a specific wound by bestowing a blessing on the weapon that caused it), Heat Manipulation (Chill creates a 30-foot-radius sphere of cold air. Black Talon temporarily transforms the caster's arm into a retractahle, rubbery appendage that induces both physical and chilling damage), Holy Manipulation (Holy Aura surrounds the subject with a brilliant divine radiance, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects), Ice Manipulation (Wall of Ice creates a thick, opaque, sheet or dome of ice. Cone of Cold freezes all enemies in front of the caster), Illusion Creation (Beastmask allows the subject to take on the illusory form of a single animal species. The almost perfect illusion the spell creates deceives the animals’ sight, hearing, smell, and touch. Conceal Riches makes all items worn or carried by one being look worthless. Create Mirage creates the illusion of any object, creature, or force within the boundaries of the spell’s area of effect. Hallucinatory Terrain makes natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance), Immortality Negation (Types 1 & 7. Undead to Death can successfully apply death-type spells to undead creatures), Information Analysis (Analyze Opponent can analyze a foe's strength or weaknesses. Identify determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left, if any), Information Manipulation and Text Manipulation (Code of Secrecy prevents the individual from any communication whatsoever about a topic forbidden by the caster. All communication concerning the secret is blocked: speech, writing, hand signals, pading, symbology, and so on), Invisibility (Invisibility spell causes the target to become invisible for a period of time), Life Manipulation (Life Drain can drain the life out of a creature within range. Life Steal taps into the life force of a subject and drains it away, adding it to their own), Light Manipulation (Bolt of Glory projects a bolt of energy from the Positive Energy Plane against one creature. Continual Light fills the area of effect with light equivalent to full daylight. Sunbeam evokes a dazzling beam of intense light which blinds foes. Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded as well), Madness Manipulation (Insanity can drive a subject permanently insane. Confusion assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions), Matter Manipulation (Matter Manipulation spell can weaken or strengthen the substance of an object or structure. It can affect both mundane and magical inanimate material. Weakening an object’s substance decreases its hardness and hit points, and strengthening it increases its hardness and hit points. Matter Agitation can excite the structure of a nonpsionic, nonmagical object, heating it to the point of combustion over time), Memory Manipulation (Via Blessed Forgetfullness. Modify Memory allows the caster to reach into the subject’s mind and modify as many as 5 minutes of its memories), Mind Manipulation (Compulsive Order can force one creature to be obsessed with making their world clean, neat, and logically arranged. Crown of Glory imbues the caster with an aura of celestial authority, inspiring awe in all lesser creatures. Dictate allows the caster to mentally force foes to obey orders. Eldath's Tranquillity creates an aura of peace and calm around the caster, affecting surrounding targets. Excessive Indulgence forces the target to focus on their current activity to a point of excessive indulgence, preventing them from taking any course of action other than repeatedly performing their current activity. Feeblemind blasts the mind of a creature within range, shattering their intellect and personality. Dominate Person can control the actions of any humanoid creature through a telepathic link. Song of Discord causes those within the area to turn on each other rather than attack their foes. Touch of Idiocy reduces the target’s mental faculties), Morality Manipulation (Castigate delivers a blasting rebuke upon foes based on their alignment. Censure spiritually "brands" a specified creature and physically mark it for any clergy with the same alignment as the caster. Any priests seeing this mark instinctively reacts with fear, repulsion, and hatred. In addition they will refuse to aid, speak to, or even approach the censured being. Compel forces a subject to change their alignment), Necromancy (Command Undead allows the caster some degree of control over undead creatures. Create Undead allows to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs), Pain Manipulation (Blast of Pain overwhelms the target with continuous pain), Paralysis Inducement (Ray of Paralysis materializes a narrow beam of energy that causes paralysis within a single target creature or person. Darkbolt fires bolts of darkness that damages and dazes the target for several seconds. Paralyze allows the caster to immobilize creatures with a successful touch attack. Person instantly paralyzes and freezes a foe in place), Perception Manipulation (Crocodile Tears makes the caster appear weak and feeble to onlookers and in need of aid, masking any menacing features about them including weapons, fangs, or claws. Doomtide creates a cloud of illusory black fog that appears to most as a mass of writhing tentacles), Plant Manipulation (Fertility can grow the vitality of plants. Entangle causes grasses, weeds, bushes, and even trees wrap, to twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled), Poison Manipulation (Poison inflicts a debilitating and possibly fatal poison into a living target creature. Poisonous Exhalation causes the sorcerer casting it to breath out a billowing mist of poisonous gas that sapped the endurance of creatures caught within), Possession (Via Possess spell), Power Nullification, Power Nullification, Magic Negation, Fear Negation, Blindness Negation, Curse Negation, Disease Negation, Paralysis Negation, Teleportation Negation, Invisibility Negation, and Analysis Negation (A Day in the Life transforms a living, sentient intelligent creature touched by the caster into a normal halfling with no character class abilities. Counterspell stops spells from being casted. Dispel Magic negates a creature's or object's magic), Precognition (True Strike allows the caster to look a few seconds into the future and strike at the right place at the right time, with almost guaranteed success. This knowledge even negated the concealment of targets), Probability Manipulation (Time Duplicate forcefully makes certain probabilities to become real), Psychometry (Know History discloses the basic history of a creature, item or location to the caster. Information revealed included deeds, name, history or lineage), Purification (Exorcism is a spell used to rid one object/area from an evil spirit), Radiation Manipulation (Alpha Radiation releases a burst of ionozing radiation. Gamma Radiation creates a radioactive sphere of gamma radiation. Beta Radiation releases a radioactive ray of beta radiation), Resistance Negation (Syllable of Detachment removes the usage of saves (resistance). Doom Curse causes penalty on all saving throws (resistance) and ability checks), Resurrection (True Resurrection can resurrect a creature that has been dead for as long as 10 years. This spell can even bring back creatures whose bodies have been destroyed), Sand Manipulation (Via Curse of the Choking Sands), Sealing (Trap the Soul forces/traps a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken. Forbiddance seals an area against all planar travel into or within it. Soul Bind can trap souls in a black sapphire gem. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish), Sense Manipulation (Blindness/Deafness, as the name implies, call upon the powers of unlife to render the subject blinded or deafened), Size Manipulation (Enlarge Person causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. Reduce Person causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8), Sleep Manipulation (Symbol of Sleep puts the target into a state of catatonic slumber), Sound Manipulation (Sound Burst blast an area with a tremendous cacophony, causing sonic damage), Soul Manipulation (World of Unmaing removes a soul from the fabric of reality), Spatial Manipulation and Dimension Manipulation (Extradimensional Manipulation allows the priest to alter the characteristics of certain extradimensional spaces. Can be used to increase or reduce the size of a single extradimensional space and can be used to reduce the danger of placing an extradimensional space inside an other such space. Dimensional Translocation seals off the multidimensional existence of a magical, undead, or extraplanar creature. The affected creature can be forced entirely into its extraplanar dimension, which removes it from the physical world, or its extraplanar existence can be severed, forcing it entirely into the Prime Material Plane), Statistics Reduction (Bad Mecicine reduces the parameters of a target. Bloodgloat reduces a target's damage, resistance and morale), Stealth Mastery (Camouflage allows the user to instantly hide a target, concealing them against even thorough searches. The spell changes the coloring and shadowing of the affected individuals to blend with the natural surroundings. It is effective against infravision and ultravision), Subjective Reality (Disbelief allows the caster to temporarily convince themselves that certain objects or creatures within the area of effect do not actually exist. While disbelief remains in effect, these objects or creatures cannot harm or hinder the caster. They can pass through them as if they did not exist and takes no damage from their attacks or action), Summoning (Via Summon Monster and Summon Nature's Ally), Telekinesis (Shown here), Mind Reading (Detect Thoughts allows the caster to detect surface thoughts), Teleportation (Teleport Greater allows the caster to teleport without a range limit), Time Manipulation (Temporal Stasus causes a creature's time to stop flowing, rendering them into a state of suspended animation. Time Hop allows the caster to hop forward in time. Safe Time can move the character (or the target) out of harm’s way by shunting him or her into a static time stream. Time Regression allows the caster to regress back in time), Time Stop (Temporal Acceleration can stop time for an instant), Transmutation (A Day in the Life transforms a living, sentient intelligent creature touched by the caster into a normal halfling with no character class abilities. Flesh to Stone turns the subject, along with all its carried gear, into a mindless, iner statue. Polymorph changes the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin), Law Manipulation, Vibration Manipulation (Earthquake spell causes an intense localized termor to rip the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more), Water Manipulation (Via Control Water, Create Water and Curse Water), Weather Manipulation (Control Weather allows the caster to change the weather in the local area), etc.
*Book of Vile Darkness: Madness Manipulation (A mere glimpse into the Book of Vile Darkness causes one to go mad[27]), Plant Manipulation, Animal Manipulation, and Deconstruction (Nature can’t abide the book’s presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough[28]), Morality Manipulation (Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil[29]), Soul Sealing (If the bearer dies while attuned their book, their soul will be imprisoned there[30]), Statistics Amplification, Body Control (Mark of Darkness modifies your body to show your devotion to evil[31]), Mind Manipulation (Able to cast dominate evil, also via Dark Speech which causes everyone to take psychic damage[32]), Retrocognition (Through Dark Lore[33]), Immortality (Type 8: Reliant on Evil[34])
- Eye of Vecna: Morality Manipulation (Both the Eye and Hand changes the user's alignment to Neutral Evil[35]), Extrasensory Perception and Cosmic Awareness (Grants the user truesight as well as X-Ray vision[36]), Clairvoyance, Madness Manipulation, Deconstruction, Animal Manipulation, Sleep Manipulation, Empathic Manipulation, and Fear Manipulation (Able to cast clairvoyance, crown of madness, disintegration, dominate monster, and eyebite[37]), Possession (Whenever a spell is cast with the Eye, there is a five percent chance Vecna will possess the user[38])
- Hand of Vecna: Morality Manipulation (Both the Eye and Hand changes the user's alignment to Neutral Evil[39]), Statistics Amplification (Changes the user's strength to 20[40]), Cold Manipulation (Attacks with the hand will deal extra cold damage[41]), Energy Projection, Necromancy, Sleep Manipulation, Speed Reduction, and Teleportation (Able to cast finger of death, sleep, slow, and teleport[42]), Social Influencing (The Hand periodically casts suggest to make the user commit an evil act[43])
- Eye and Hand of Vecna Combined: Precognition (The user will have premonitions of danger, and can't be surprised unless incapacitated[44]), Self-Healing (Restores hitpoints if the user is low on health[45]), Bone Manipulation and Transmutation (Able to turn bones into jelly[46]), Wish Granting (Able to cast wish[47]), Resistance to Poison Manipulation and Disease Manipulation (The user is not able to suffer from disease or poison[48])
- Sword of Kas: Probability Manipulation and Statistics Amplification (Modifies the user's chances of the initiative, as well as adding on to attack or armor[49]), Electricity Manipulation, Sense Manipulation, Paralysis Inducement, Death Manipulation, BFR, Dimensional Travel Negation, Energy Projection, Pain Manipulation, and Necromancy (Able to cast call lightning, finger of death, and divine word[50]), Telepathy
All previous powers, Dream Manipulation (Able to communicate with mortals in dreams), Shapeshifting (Can change into any inanimate object they desire), greater Enhanced Senses and Clairvoyance (Lesser Deities always know what is happening within 10 miles of themselves or their worshippers), Necromancy (Able to raise the dead), Power Bestowal (Able to bestow power to mortals as long as it doesn't exceed his own), Resistance to BFR, Sealing, Time Manipulation, Time Stop, Existence Grounding, Forcefield Creation, Attack Reflection, and Soul Manipulation (Immune to effects that can banish or imprison him, including banishment, binding, dimensional anchor, dismissal, imprisonment, impulsion, soul bind, temporal statis, trap the soul, turning, and rebuking)
All previous powers, Summoning and Duplication (Able to summon or create a duplicate of any object), Fate Manipulation (Able to cause "accidents" that can kill a target), enhanced Telepathy (Able to speak to any being directly or secretly, regardless of distance), enhanced Shapeshifting (Can transform themselves into any object, inanimate or animate, and of any size), Cosmic Intelligence, Subjective Reality (Able to create any object they can think of), Death Manipulation (Can kill beings just by thinking about it), Life Manipulation (Able to bestow life on any previously slain beings)
All previous powers to a vastly greater extent, Bulletproof (Magical Gunfire does nothing to him), Fire Manipulation (Via Fireball and Firebolt), Death Manipulation (Via Power Word Kill), Deconstruction (Disintegrated Vax with the point of his finger. Can use rays that can turn one into dust), Clairvoyance (Able to spy on Vox Machina even while they are being hidden), Telepathy (Able to speak to Vox Machina through the mind and sent personalized messages to cultists), Inperceivable Attacks and Paralysis Inducement (Paralyzed most of Vox Machina despite one of them seeing 6 seconds in the future. Able to freeze muscles), Flight (Shown here), Magic, Power Nullification (Able to dispel magic), Passive Transmutation (Projectiles against him are turned into energy), Attack Reflection (His armor deflects projectiles), Passive Forcefield Creation (Has a forcefield that can passively deflect attacks), Summoning (Can summon meteors), Passive Cold Energy Manipulation (Able to use cold energy. If you hit him, you will take could damage), Soul Manipulation (Can use Finger of Death, which rips souls out of one's body), Invulnerability Negation (Destroyed a sphere of invincibility), Portal Creation (Able to use gates), Dimensional BFR and Resistance Manipulation (Teleported Grog to a maze while also ignoring resistance. Teleport Grog and Scalan to another dimension twice), Teleportation (Can cast teleport), Astral Projection (Did this to speak with Vox Machina), Weather Manipulation (Blotted out the sun with clouds), Dream Manipulation (Drove a man to despair with nightmares and visions), Extrasensory Perception (Has knowledge of everything of the campaign. Able to see the weaknesses of Vox Machina), Mind Manipulation (Able to cast Feeblemind, which reduces one's IQ to animalistic levels of intelligence), Telekinesis (Able to lift large objects with his mind), Elemental Manipulation and Necromancy (Able to use necromancy, and resurrected a massive elemental), Resurrection (If he were to die, he would resurrect soon after), Passive Healing (His wounds passively heal up)
Standard Equipment
- Afterthought: A magical dagger that deals damage over time and prevents healing
- The Hand and Eye of Vecna:
“ | I have but one warning before I leave you to your awakening. Resist not the truths I and perhaps others record here. Open your mind and heart to the knowledge contained on these pages. Only then will you understand and receive the wisdom darkness can provide... Embrace the lore and spurn the light, and you too shall ever after walk in darkness. | „ |
~ Vecna's introduction to the Book of Vile Darkness |
- The Book of Vile Darkness:
Notable Techniques
*Legendary Resistance: If Vecna fails a saving throw, he can choose to succeed instead.
- Undying: If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. Vecna’s soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, Vecna regains all his hit points and becomes active again. Vecna’s new body appears anywhere within 100 miles of where Vecna was slain.
- Flight of the Damned: Vecna conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is frightened of Vecna for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Rotten Fate: Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this magic rises as a zombie (see the Monster Manual) at the start of Vecna’s next turn and acts immediately after Vecna in the initiative order. The zombie is under Vecna’s control.
- Vile Teleportation: Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points.
- Dread Counterspell: Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.
- Fell Rebuke: In response to being hit by an attack, Vecna utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
Other
Standard Tactics: Wildcard. Vecna is controlled by the Dungeon Master, doing whatever to give the party a hard time dealing with him. As a god, using his cosmic intelligence and 16 weeks of precognition, he can carefully plan how to deal with the opponent.
Weaknesses: The Sword of Kas is capable of nullifying his Immortality and Regeneration, though this item is singular in existence
Notes:
- While Vecna theoretically should have a key for when he was a mortal being, the reason why he doesn't is due to how his backstory is shrouded in mystery and contradictions. This is because whoever is running the campaign has the freedom of being allowed to write his story for the campaign.
- Some of these powers come from Halmadar using the Eye and Hand of Vecna rather than Vecna himself, but Vecna should upscale due to Halmadar using his eye and hand in the first place
- Credit to Oblivion Of The Endless for a good number of scans used here, as well as DustSnitch for the Critical Role scans
Gallery
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Vecna statue
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Vecna as he appears in Magic: the Gathering
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Vecna as he appears in Vecna Reborn
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Vecna as he appears in Die Vecna Die!
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Vecna's Funko Pop figure
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Vecna as he originally appeared
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Vecna as he appears prior to Kas's betrayal
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Vecna being defeated by Vox Machina
Trivia
- Due to the high demand and power of Vecna's eye and hand, there spread a joke known as "The Head of Vecna". Like the Eye and Hand, it supposedly grants the user untold-of power. Also like the Eye and Hand, you must sever you own to put it on. This causes many to fight over who gets to sever their own head in order to put on... what is just an ordinary mummified head that does nothing. Not to mention, they literal decapitate themselves. They won't even know it's fake.
- Vecna himself has heard of this joke. It cracks him up every time.
References
- ↑ DND Beyond: The Vecna Dossier
- ↑ Vecna Lives!
- ↑ DND Beyond: The Vecna Dossier
- ↑ DND Beyond: The Vecna Dossier
- ↑ DND Beyond: The Vecna Dossier
- ↑ DND Beyond: The Vecna Dossier
- ↑ DND Beyond: The Vecna Dossier
- ↑ DND Beyond: The Vecna Dossier
- ↑ DND Beyond: The Vecna Dossier
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ DND Beyond
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ Vecna Lives!
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ DND Beyond
- ↑ Deities and Demigods
- ↑ Deities and Demigods
- ↑ Deities and Demigods
- ↑ Deities and Demigods
- ↑ Deities and Demigods
- ↑ Die Vecna Die!
Battle Records
None.
None.
None.