Symbol, Holy Relic, Sacred Sickle (implement)
+1 Holy Relic of Destruction: Halatir's Fingerbone
When you hit an enemy with an attack that deals holy damage, deal 1d10 extra holy damage with that attack.
Flag of Honesty
As a quick action, until the start of your next turn; you and each nearby ally heal 2d12 at the end of their turn if an ally is affected by fear.
Orb of Chaos
When you Crit with an attack made throught this implement you roll for two Chaos Mage high wierdness and pick which one comes into play; if you are a Chaos Mage BOTH come into play and you gain +1 to attacks for the rest of battle.
Orb of the Seeress
When you are targeted by a ranged or close attace and are engaged with an enemy; weitch the target of the attack to the enemy that you are engaged with. You knew that attack was incoming... you've know for days.
Symbol of Light +1
When you cast a divine spell, your symbol flares with bright light for a moment, starkly illuminating your surroundings. When you cast a daily divine spell, that light is bright enough to daze one enemy engaged with you who has 50 hit points or less (champion: 100 hit points or less; epic: 250 hit points or less). This daze lasts until the end of the enemy’s next turn
Wreath of the Ancient Woods
A living strand of ivy twines around the holy symbol, linking it to the deep magic of the woodlands. When you cast a divine spell, you may have the spell emanate from any plant you can see. So, if you’re far away from a fighter, but she’s got her back to a tree, you can channel your heal spell through the tree and ‘touch’ her from afar.