```metadata title: Third Works description: A collection of Third Work Relics for a Made in Abyss campaign tags: - magic items - relics - MiA - Made in Abyss - cybernetics - prosthetics systems: - 5e renderer: V3 theme: 5ePHB ``` {{imageMaskCorner,--offsetX:-50%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/oQcb5zB.pnghttps://i.imgur.com/GZfjDWV.png){height:100%} }} ## Third Works Third works are a kind of artifact typically found deeper in the Abyss. They are magical relics which (usually but not always) replace and often enhance a limb or body. When a Third Work replaces a limb, it uses the bodies blood flow and nerve connections to work, and it allows the user to move and even feel with it like a natural limb. Attaching one is a very painful process, but does not cause any HP damage. Removal requires amputation. The replaced limb is gone unless restored by magical means. Third Works come in various grades depending on their quality. The more third works a person uses the lower their "humanity or essense" in the eyes of the Abyss. Some can be quite frightful looking and townsfolk may be frightened of the user. Among advanced delvers, it is common to wear large padded overcoats and gloves to hide their inhuman appearance. Once a Third Work has been fused to someone, it will not work for anyone else. ###### Grade 3 Third Works These limbs seem to be simpler, and somewhat less sturdy. Most commonly used as a prosthetic limb replacement after an accident, though they offer some small benefits. |d4|BodyPart| Uncommon |:-|:--|:--: |1| Arm | "Gentle Knock" Replaces an arm below the elbow. The hand consists of a simple claw and a small central protusion. Gives a +1 to slight of hand checks when lockpicking. |2| Leg | Replaces a leg below the knee. The user takes no damage from a fall of 15 ft or less. |3| Eye | A glass like eye with a humanoid appearance. Gives +1 to perception checks. |4| Spine| A metallic ladder-like spine brace that digs into the skin and attaches to the vertebrae. Increases carrying capacity by 50lbs. ![Gentle Knock](https://i.imgur.com/SSFutm7.png) {width:245px,mix-blend-mode:multiply} {{artist,position:relative,top:-230px,left:40px,margin-bottom:-30px ##### Gentle Knock [Grade 3 Third Work]() }} : ![Headband](https://i.imgur.com/7TE32rB.png) {width:290px,mix-blend-mode:multiply} {{artist,position:relative,top:-60px,left:130px,margin-bottom:-30px ##### Headband [Grade 2 Third Work]() }} ###### Grade 2 Third Works These limbs are well made and sturdy. Their form more closely resembles the natural body part rather than something more robotic. Grade 2 Third Works require attunement, but more than one can share the same attunement slot. Grade 2 Third Works also give resistance to poison damage and add +1 to saves against the curse |d6|Body Part|Rare| |:-|:--|:--:| |1| Arm |A sturdy metallic limb that replaces an arm just below the shoulder. Has 5 functional fingers. The thumb adjusts itself to whichever hand is replaced. The arm can be extended an extra 5ft to grab things but control when extended is too poor to control a weapon. This arm ignores any curse effects relating to arm numbness. |2| Leg |A sturdy metallic limb that replaces the leg just below the femoral head. The foot adjusts itself to whichever leg is replaced. The user takes no fall damage from a 20ft or less fall and increases speed by 5ft. This leg ignores any curse effects relating to leg numbness. |3| Eye | A glass like eye with a goat-like pupil. Allows the user to see the curse. While moving at half speed, the user can find the best pathway to ascend giving a +5 to saves against the curse. This eye does not see visual hallucinations. |4| Head| A metallic headband that attaches at the temples. Can attach to an accompanying helmet. Prevents the user from experiencing headaches due to the curse. It aids in helping the user focus on reality in the fifth layer. |5| Tail |A powerful metallic limb that replaces or adds a tail at the base of the spine. As an **action**, the tail can be used to make a melee attack for 1d8 + (strength or dex) bludgeoning damage. As a **reaction**, the tail can be used to add +2 to the user's AC until the start of their next turn. |6| Skin |Silicone-like sheets that fuse to the skin giving it an unnatural rubbery feel. Prevents the Bleeding condition. ::::::::::: \page {{imageMaskCorner,--offsetX:-50%,--offsetY:50%,--rotation:0 ![](https://i.imgur.com/oQcb5zB.pnghttps://i.imgur.com/GZfjDWV.png){height:100%} }} ###### Grade 1 Third Works These limbs are well made and very sturdy. Their form closely resembles the natural body part rather than something more robotic, but still have a very unnatural look to them. Grade 1 Third Works require attunement, but more than one can share the same attunement slot. Grade 1 Third Works also give resistance to poison damage and a +2 to saves against the Curse. |d6|Body Part|Very Rare |:-|:--|:--: |1| Arm |A sturdy metallic limb that replaces an arm just below the shoulder. Has 5 functional fingers. The thumb adjusts itself to whichever hand is replaced. The arm can be extended an extra 5ft and increases weapon reach. This arm ignores any curse effects relating to arm numbness. |2| Leg |A sturdy metallic limb that replaces the leg just below the femoral head. The foot adjusts itself to whichever leg is replaced. The user takes no fall damage from a 25ft or less fall and increases speed by 10ft. This leg ignores any curse effects relating to leg numbness. |3| Eye | A glass-like inhuman eye split into segments with many pupils. Allows the user to see the curse. While moving at half speed, the user can find the best pathway to ascend giving a +5 to saves against the curse. This eye does not see visual hallucinations. As an action, the user can extend small tentacles from each pupil to read the flow of consciousness surrounding a creature to gain advantage on their attack and disadvantage on attacks against them for the next two turns. |4| Head| A metallic headband that attaches at the temples. Can attach to an accompanying helmet. Prevents the user from experiencing headaches or dizzyness due to the curse. It aids in helping the user focus on reality in the fifth layer. |5| Tail |A powerful metallic limb that replaces or adds a tail at the base of the spine. As an **action**, the tail can be used to make a melee attack for 1d12 + (strength or dex) bludgeoning damage. As a **reaction**, the tail can be used to add +3 to the user's AC until the start of their next turn. |6| Skin |Silicone-like sheets that fuse to the skin giving it an unnatural rubbery feel. Prevents the Bleeding condition and gives resistance to non-magical Piercing, Bludgeoning, and Slashing damage. ![Eye](https://i.imgur.com/SH0xdpX.png) {width:290px,mix-blend-mode:multiply} {{artist,position:relative,top:-260px,left:10px,margin-bottom:-30px ##### Eye [Grade 1 Third Work]() }} ###### Special Grade Third Works White whistle Bondrewd has found ways to modify Third Works and make them stronger, and potentially to use more than the body would allow (like having 4 arms). He does not give these to anyone outside of his Umbra Hands.