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Holy Symbol of Felis

The Holy Symbol of Felis is a unique holy symbol sacred to the peaceful folk of the Valley. It predates the establishment of any church in Barovia. According to legend, it was beloved to the powers that once ruled the valley, before Strahd came and gave it a name.   The holy symbol is a large silver amulet comprised of many silver cords braided and knotted together. At its center is a large polished gem that resembles a blue cat's eye. The bottom of the pendant sports a single large claw-like spike carved with more twists and curves.   The symbol requires attunement from any creature of non-chaotic alignment. To attune, the character must sleep or meditate at least four hours with the symbol on their chest. While they do, they will dream or, or receive visions of, Felis, who will ensure they are worthy of the symbol.   The holy symbol has 10 charges for the following properties. It regains 1d6 +4 charges daily at dawn.   Hold Vampire/Hold Canine. As an action, you can expend 1 charge and present the holy symbol to make it flare with power. Vampires and vampire spawn within 30 feet of the symbol when it flares must make a DC15 Wisdom saving throw. On a failed save, the target is paralyzed for 1 minute. This effect can also be used against any canine creature. The held creature can repeat the saving throw at the end of each of its turns to end the effect on itself.   Turn Foes. When you hold the holy symbol aloft and call on Felis, you can expend 3 charges to attempt to Turn your foes. Each hostile creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. So long as you continue to hold the symbol, all Turned foes can’t willingly move to a space within 30 feet of you, and can’t take reactions.    You can choose to expend an additional 2 charges when attempting to Turn foes to strengthen its effects, momentarily dazing intelligent foes and forcing mindless foes to flee. On a failure, intelligent foes are Stunned, and cannot willingly move closer to you. Unintelligent foes must spend their turn trying to move as far away from you as they can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.   Sunlight. As an action, you can expend 5 charges while presenting the symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required.)
Item type
Unique Artifact