Glove of the Corvus (5e Equipment)
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Weapon (Gauntlet), Very Rare (Requires Attunement) "Beastly Weapon wielded by the Enigmatic Adam. Crafted with the hooked talons of a large avian and fastening them to a thick leather glove. What beastly remnants still echo from the weapon suggests that perhaps it may still live, and when wielded properly can grant the user great agility and dexterity. All that we see or seem is but a dream within a dream."
Properties: Finesse, Light. When attuned to this magic item, you gain proficiency in using this weapon. The Glove when attuned, does 1d6 slashing damage and 1d4 necrotic damage on hit. This weapon is magical for the purposes of overcoming resistances. Caw of the Crows: When attuned to the Glove of Corvus, you are always under the effects of speak with animals, although it only allows you speak to Ravens and Crows. Voice of the Corvus: You gain Advantage on Charisma(Deception,Performance) checks when you attempt to copy the voice of another. Entity of the Corvus: As an action, Upon ripping the largest talon from the glove, the weapon transforms the body into a beastly imitation of a raven. The right arm becomes littered by the growth of feathers, leaving each individual digit to elongate somewhat and grow thick black claws. The left hand will be in a similar state, although not as extensive as the right. What's interesting about this however, is that the user sprouts one large raven-esque wing from their right shoulder blade. A deft flick of the wing can launch a flurry of poisoned quills at a target and even allow the wielder a sudden rush of movement when they need to dodge. When folded up, the wing appears to resemble that of a feathered cloak, which enshrouds the right shoulder, hiding the extensive transformation of the right arm. This transformation lasts an hour and can be used again after a long rest. The attuned gain a number of features in this form.
Storm of feathers: As an attack action, while transformed, you may fan your wing out with incredible force, throwing with it a flurry of poisoned quills in a 15ft cone. Any creature within the cone must make a DC 16 Dexterity Saving Throw, or take 2d6 Piercing and 3d6 Poison damage. Enemies take half on a successful save and are not poisoned. You may do this up to your Dexterity or Strength Modifier per long rest. Murder of Crows: As an action, you may call forth a Murder of Crows, which goes on your initiative order and can be commanded via a bonus action during your turn. |
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