It takes all Kinds When traveling the world for justice, glory, adventure, or just a good laugh you discover that there are as many ways to live life as there are peoples. Outlined here is an interpretation on how a character can be mechanically affected by a disability they have. Disabilities aren't Characters The first thing to consider when making a character who has some form of disability is to figure out who they are as a person. Are they a pious cleric of the Stormlord? An easygoing warlock who wants to do the bare minimum to keep their pact? Maybe a gunsligning detective who has no time to deal with this crazy party of adventurers they just got mixed up with? Having a rough idea of who your character is allows you to better understand how they would handle their disability. The cleric might not take assistance from the items presented here as they believe they were meant to have their disability. The warlock might have the opposite outlook and sought a pact to find relief. The gunslinger took another path, ignoring their disability and finding a career almost out of spite. As a game master, don't be afraid to allow your players to shape the world to have the character's life and perspective make sense. As a player, understand the world as the game master has created it and be willing to work within the confines of that space and compromise. "It Depends" Many disabilities have variable levels that they can present themselves in. The most obvious example is an amputee. Thus, the effects of the disabilities are not always quantifiable in simple ways. Talk to your Dungeon Master about what would make sense for your character. For example: A one-armed character might not be able to wield a bow or a greatsword. But exceptions can be made such as firing using feet, but that would limit characters movement. Mechanized Medical Machinations For many, the arcane can seem random, uncontrollable, or even outdated. They may seek out ways to improve their bodies through mechanical means. From simple hooks or crutches, to fully functional bio-engineered limbs, consider what makes sense for the characters and the world they exist in. Effect Table Condition Effect Blindness Cannot make wisdom(perception) checks based on sight. Immune to spells or abilities that need to be seen, such as Color Spray or Hypnotic Pattern. Deafness Cannot make wisdom(perception) checks based on sound. Immune to spells or abilities that need to be heard, such as Command or Power Word: Kill. Amputee Varies depending on level of amputation or limb(s), see the "It Depends" note above. Anxiety Disorder Must make a wisdom saving throw depending on situation, possibly rolling on a table depending on results. Speak with your Dungeon Master for specifics. Paraplegia Movement speed is 0 unassisted. A couple perspectives on Healing Can't fix what ain't broke! How does healing magic determine how to "fix" a person? It can typically take the person being healed's own perspective on what being healed means, or it could be based on the divine entity that is providing the healing. Talk with your dungeon master to determine how to handle these types of interactions. There is no right or wrong answer, just different perspectives. Quest Complete! High level divine magics are hard to come by. A person might start a life of adventuring in order to seek out either someone who can perform that sort of magic or the ability to do it themselves. A character's quest could be one to remove their disability, exploring who they are and what their struggles mean to them. Some may even discover that they didn't need what the sought after all. 1

The Arcane Prosthesis A small handful of items and equipment that assist in the day to day life of peoples throughout the realms. Player's and DMs can use these items as a guideline for the ways that the disability their character has can be remedied. These can be used in conjunction with Feats of Adaptation or with whatever works at your table. Runehand Wondrous Item (gem), uncommon, (requires attunement) While attuned to this gem, as an action you can summon a spectral hand that can freely travel within 5ft of the user. The hand is translucent, and the color is determined when summoned. The hand can manipulate objects up to 10lbs and may be used for the somatic actions required to cast spells. The hand has an AC of 8 and 1 hit point. If the hand is destroyed, any object it is holding is dropped. Companion Charm Neck (amulet), uncommon, (requires attunement)* While attuned, the user can use an action to cast the Find Familiar spell. When you cast the spell, you can choose one of the normal forms for your familiar or any form of dog that is medium size or smaller. This familiar cannot be used cast spells at range. The amulet allows the summoned familiar to have an empathetic bond with the user and the familiar is compelled to provide emotional or physical support. Braces of Levitation Boots, rare, (requires attunement) These boots have extendable metal rods that come out and bolt together at the knees and waist of the wearer allowing the wearer to telepathically control the rods in order manipulate the position of their legs. The wearer gains a fly speed of 30ft and the ability to hover. The flight is limited to an inch above solid ground and cannot move above liquid surfaces. Teo's Transport Wondrous Item (vehicle), rare This medium sized wooden chair has 2 wheels and can fit a creature of medium or smaller size. The arm of the chair has a crystal ball that can be rolled around in the arm and doing so causes the wheels to move. When moving this way, the chair has a maximum speed of 30ft. The chair can also be moved through physical means and has an attachment that allows the chair to be pulled by a mount. Oculense Wondrous Item, rare, (requires attunement) This small, glass orb can be placed in the empty eye socket of a creature. If the creature has another functioning eye, the glass orb takes on the qualities of the creatures working eye. Otherwise the eye provides vision in black and white up to 120ft away. If one Glass Orb is the only form of vision the creature has, they have disadvantage on wisdom (perception) checks made to judge distance or discern details at a distance further than 30ft. If the creature has a natural eye, second Oculense or similar object then the disadvantage on wisdom (perception) checks is removed. Headband of the Earth Head (headband), uncommon, (requires attunement) This green and tan band of cloth goes over the wearers eyes, blinding them and granting 30ft of tremorsense. If the wearer is naturally blind in any way, the tremorsense is increased to 60ft. Boots of the Sole Boots, common As a bonus action, the wearer can say a command word along with a measure of length up to 3ft. The soles of these boots then extend to the height designated. While the extended soles make the boots hard to walk in, reducing the wearers speed by half. They can be returned to the normal state as a bonus action. Scroll of Communication Wondrous Item, uncommon, (requires attunement) A magical quill and scroll that float within 10ft of the creature they are attuned to. They have a telepathic bond and write whatever the person attuned to them wishes. The quill's ink is always magically full and can write in any ink color the attuned wishes. The scroll's parchment can be up to 8x11 inches. The writing can be in any language the attuned knows, can be removed at will and lasts until removed. Earring of Notification Wonderous Item, rare, (requires attunement) This earring magically warns the wearer of incoming danger. The wearer cannot be surprised and awakens the wearer if danger is within 30ft while the user is sleeping through non-magical means. Additionally, if any creature within 60ft and not behind cover attempts get the wearers attention, the wearer is notified and knows the general direction the creature is. Procurement of Prosthesis All of these items have some level of arcane enchantment that have a relatively high cost to create, in both materials and time. People who would benefit most from these oftentimes do not have the means to purchase them, therefore Archmage Hegis has made his notes on creating these objects along with cost estimate of the materials publicly available at any Arcane Library. In exchange, any mage taking this knowledge is asked to provide support to those in their community best they can. Item Build Time Estimated Value Runehand 50 hours 200g Companion Charm 40 hours 200g Braces of Levitation 120 hours 1100g Teo's Transport 25 hours 150g Oculense 80 hours 750g Headband of the Earth 95 hours 900g Boots of the Sole 10 hours 75g Scroll of Communication 100 hours 850g Earring of Notification 80 hours 750g 2