Many know of the various sentient weapons scattered across the world, and of those there are some the are aware of their origins can be traced back to Shadowfell . There are many speculations on how they were formed, with some saying the Raven Queen herself was behind their creation.
However there are 6 lesser known sentient artifacts in the world, artifacts that are known to have been created by the Raven Queen. They are known as "the talons of the raven", and were created to help serve those who follow her will and are rumoured to be made from the souls of the 6 Shadar-Kai who became her first champions after her ascension.
Reina takes the form of a silver necklace, from which hangs a silver raven head pendant. The raven has two smokey quartz gems for eyes and a fire opal in its beak.
Reina's alignment is chaotic neutral, and speaks with a soft, melodic female voice. It knows the languages: common, elvish, and celestial.
Whilst wearing this necklace you have advantage on all saving throws, and you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
Reina has 12 charges. The charges replenish by 1d4 +2 every dawn, and can be used for the following, where the charge value equals the spell level:
- absorb elements (1 charge)
- false life (2 charges)
- blur (2 charges)
- color spray (1-4 charges)
- invisibility (2-3 charges)
- blink (3 charges)
- arcane eye (4 charges)
You can also cast disguise self, silent image and minor illusion at will.
Unseen Threat
As an action you can target one creature within 60ft of you, that can hear you, and say the command word "beware". The targeted creature has to make a DC 18 wisdom saving throw, which it automatically succeeds if it is immune to being frightened. On a failed save the creature is no longer no longer able to distinguish friend from foe, and must target the closest creature to it to attack on its turn. If multiple creatures are equally close, it chooses the most powerful looking one. In addition it must immediately use its reaction if it has it has it available, to attack the nearest creature to it.
The creature is able to remake the saving throw at the end of every 2 of its turns. Once a creature has succeeded on this saving throw it is immune for the next 24 hours. You have 2 uses of this ability, which fully recharge with a short rest.
Notes: Advantage: Saving Throws, non evil character.
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