Archbishop's Amulet of Cirrus. Severus is a holder of an archbishop stone, which has 30 Soul Charges. One charge is also gained whenever a creature dies within 180 feet of him. These charges can be spent to enact a number of effects.
Star Cast. Severus gains access to a number of spell, which he can cast through the stone. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The stone provides the following spells:
1st level (2 SC): bless, shield
2nd level (4 SC): prayer of healing, rime's binding ice
3rd level (6 SC): melf's minute meteors, sending
4th level (8 SC): banishment, death ward
Spymaster. Severus has a number of benefits from his work as the Hierocracy's spymaster. He has advantage on Wisdom and Charisma based checks against creatures he has talked to for at least one minute.
Interrogator's Gauntlet. The interrogator's gauntlet is a tool to assist in manipulation and intelligence gathering. The gauntlet has 5 charges and provides the following spells, all of which have their range reduced to touch:
At will: detect thoughts, zone of truth
1 Charge: fast friends, tongues
2 Charges: geas, modify memory
3 Charges: feeblemind
Legendary Resistance (1/Day). If Severus fails a saving throw, he can choose to succeed instead.
Multiattack. Severus makes two melee weapon attacks.
Battleaxe (+1). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack.
Recharge. Severus takes 5 (1d10) Soul Charges from lesser stones within 180 ft. of him.
Repair (1-6 SC). Severus expends Soul Charges to repair a working within 180 ft. of him. The working regains 4 (1d6 + 1) hitpoints for each charge spent.
Heal (1/Day). Severus uses a Potion of Healing (Greater) on either himself or another creature within 5 ft. of him.
Quickdraw. Severus can move his battleaxe in or out of his wristpocket space.
Claim. As a reaction to a humanoid within 180 feet of him dying, Severus can claim their soul. This brings their soul into his amulet denying it to any other amulet it may have went to. The soul replaces the oldest soul in the amulet, which is released.
Runic Vestments (3/Day). As a reaction to taking damage, Desmond can activate a rune on his vestments. The rune reduces up to 15 damage and burns out after the damage is resolved.
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