This pin is crafted from lightweight mithral, treated with a bronzing process that gives it a warm, aged appearance. It is shaped like a coiled serpent, its form subtly shifting when viewed from different angles. The pin is strangely difficult to focus on, its details seeming to blur and change when observed directly. At the periphery of one's vision, three distinct faces can be glimpsed within the serpent's form: one serene, one smiling deceptively, and one contorted in a silent snarl. However, the harder one tries to focus on the pin, the more these faces recede, replaced by the image of a coiled serpent, its form becoming more pronounced and detailed, with tiny, meticulously etched scales and gleaming emerald eyes.
This pin is a relic from a forgotten age, rumored to have been crafted by a master thief and infiltrator known only as Nyx. It is said that Nyx used this pin to found a clandestine organization, though the truth of these tales is lost to time.
Abilities (Dormant State):
- Serene Insight: You gain expertise in Wisdom (Insight). Additionally, you may add both your Wisdom and Charisma modifiers to any Wisdom (Insight) check. As a bonus action, you can focus your gaze on a creature within 30 feet, attempting to discern its true intentions. The target must make a Charisma saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, you learn the creature's current emotional state, and one of the following: their surface thoughts, one short-term goal, or one long-term goal. On a successful save, the creature is immune to this ability for 24 hours. You can use this feature a number of times equal to your proficiency bonus per long rest. This reflects the serene face's ability to perceive truth and understand motivations, like a serpent studying its prey.
- Deceptive Grin: You gain expertise in Charisma (Persuasion). Additionally, you may add both your Wisdom and Charisma modifiers to any Charisma (Persuasion) check. When you make a Charisma (Persuasion) check, you can use a bonus action to create a subtle distraction, perhaps a quick gesture or a change in your tone of voice. This grants you advantage on the check. You can use this feature a number of times equal to your proficiency bonus per long rest.
- Snarling Serpent: You gain expertise in Dexterity (Sleight of Hand). If you already have expertise, you may add your Charisma modifier to any Dexterity (Sleight of Hand) check. Additionally, you have advantage on any Dexterity (Sleight of Hand) check made to conceal or retrieve a small object on your person. As a bonus action, you can conjure a spectral serpent that can make an attack against a creature within 5 feet of you. Make a melee spell attack using your Charisma modifier. On a hit, the target takes 1d8 psychic damage. You may do so a number of times equal to your proficiency bonus per long rest. This represents the snarling face's connection to quickness, cunning, and the ability to make things disappear.
- Serpent's Scales: While attuned to the pin, you can use a reaction when you are hit by an attack to gain a +2 bonus to your AC against that attack, potentially causing it to miss. You can use this feature a number of times equal to your proficiency bonus per long rest. Additionally, you are immune to being poisoned.
- Shifting Visage: The pin has 5 charges. You can use an action to expend charges and cast one of the following spells from the pin, without expending a spell slot (spell save DC 19): alter self (1 charge), disguise self (1 charge), nondetection (2 charges). While wearing the pin, the duration of spells cast using this ability can be extended to 24 hours. The pin regains 1d4+1 expended charges daily at dawn.
Notes: Expertise: Insight, Bonus: Insight, Expertise: Persuasion, Bonus: Persuasion, Expertise: Sleight of Hand, Bonus: Sleight of Hand, Bonus: Armor Class, Immunity: Poison, Immunity: Poisoned, Advantage: Persuasion, a non-evil creature and must not have a fear of snakes.
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