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Weapon (sickle), rare (requires attunement)

From the bones of imps and other fiends, this osseous sickle thrums with magic from the schools of necromancy and conjuration. The skulls that ornament the blade chatter and clack at the taste of blood, as if yearning to clamber free of their posthumous embrace.

This weapon has 2 charges and regains all expended charges daily at dawn.

Magical Armament. This weapon has the finesse property and can be used as a spellcasting focus for your spells. If you know or have prepared a spell from the school of necromancy or conjuration, you are considered proficient with this sickle.

Raise Hell. As an action while holding this sickle, you can expend 1 charge to summon a swarm of skeletal imps, that claw their way out of the sickle’s blade and congregate in a space within 5 feet of you. The swarm disappears after 1 hour, when you lose concentration on this effect (as if concentrating on a spell), or when it drops to 0 hit points. The swarm is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and avoids danger.

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Uncommon variant: Reduce the charges to 1.

Very rare variant: Increase the charges to 3.

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