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Will of the Talon is a war pick and one of the Arms of the Betrayers created by Tiamat from the soul of a bone devil named Ashtyrlon. As a sentient weapon, it has a Lawful Evil alignment and can communicate with its wielder telepathically. Similar to a Vestige of Divergence, the Will of the Talon progresses through various stages as it is wielded and gains new properties, including giving its wielder the ability to frighten their enemies, unleash a breath weapon, and resist damage of various types.

Description[]

Will of the Talon is a war pick made from gold, decorated with gems of black, blue, green, red and white that have been carved into the shape of dragon heads. The pick was made from the soul of the bone devil Ashtyrlon, who orders the wielder to take leadership of any situation. Will of the Talon can hear up to a range of 120 feet and has darkvision for the same range.

Properties[]

Like all Arms of the Betrayers, it progresses through stages—dormant, awakened, and exalted—and becomes progressively more powerful as it is wielded. Each stage has all the properties of the previous stages.

Dormant state[]

  • One random minor beneficial property and one random minor detrimental property.[2]
  • The wielder knows Draconic and Infernal.
  • Frightful Presence: As a bonus action while holding the weapon, the wielder can force creatures of choice that are aware of them within 30 feet to make a Wisdom saving throw (DC 13). On a failed save, they are frightened of the wielder for 1 minute. A frightened creature may make the save again at the end of each of their turns. On a success, or if the effect ends on a creature, they are immune to this property of the weapon for the next 24 hours. This cannot be repeated until the next dawn.
  • Breath Weapon: As an action while holding the weapon, the wielder can unleash a breath weapon. The wielder may choose the type of damage from the list below, and the range and associated saving throw vary based upon this. Each creature within the area of this attack must make a DC 13 saving throw, or take 3d6 damage of the chosen type. On a successful save, they take half as much. Each damage type can be used once until the next dawn.
    • Acid - the acid travels in a line that is 5 ft. wide and 30 ft. long. Creatures must make a Dexterity saving throw.
    • Cold - the cold breath fills a 15 ft. cone. Creatures within the cone must make a Constitution saving throw.
    • Fire - the fire breath fills a 15 ft. cone. Creatures within the cone must make a Dexterity saving throw.
    • Lightning - the lightning travels in a line that is 5 ft. wide and 30 ft. long. Creatures must make a Dexterity saving throw.
    • Poison - the poison breath fills a 15 ft. cone. Creatures within the cone must make a Constitution saving throw.

Awakened state[]

  • One additional random minor beneficial property and one additional random minor detrimental property.[2]
  • The bonus to attack and damage rolls increases to +2.
  • The DC for the Breath Weapon and Frightening Presence becomes 15.
  • The damage dealt by the Breath Weapon increases to 4d6.
  • The wielder gains resistance to acid, cold, fire, lightning and poison damage.

Exalted state[]

  • One random major beneficial property.[2]
  • The bonus to attack and damage rolls increases to +3.
  • The DC for the Breath Weapon and Frightening Presence becomes 17.
  • The damage dealt by the Breath Weapon increases to 5d6

References[]

Source:

Footnotes:

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