### Twin Sickles of the Chained Oblivion
##### Legendary (requires attunement by a non-good character)
*In it's Dormant form, the Sickles are two +1 Sickles with the Light, Reach and Finesse properties, **2d4** **[Necrotic](https://www.dndbeyond.com/compendium/rules/basic-rules/combat#DamageTypes) damage + STR/DEX**. They are attached by a black iron chain that is surrounded in a black mist which allows for the throwing of the weapon and return (no additional action required). The Sickles themselves seem to shift and change with the shadow around them.*
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Once it is Awakened they become two **+2** Sickles and the Necrotic increases to **2d6** damage.
The wielder can cast [Fog Cloud](https://www.dndbeyond.com/spells/fog-cloud) twice per [Long Rest](https://www.dndbeyond.com/compendium/rules/basic-rules/adventuring#LongRest) at will.
The wielder can increase one **Ability Score** by **+2**, disregarding any other restrictions placed upon increasing a stat.
As an action, you can summon the sickles to you from any location as long as you are on the same plane of existence. They appear instantly in your hands, or on the ground next to you if you have no free hands.
The two sickles gain **10** charges, shared between the two, restoring **1d8+2** charges at midnight of every other night. The sickles can be used to cast the following spells at a **DC** of **15**, any concentration saves must be made by the wielder, and on a failed save, the wielder suffers **4d6** [Psychic](https://www.dndbeyond.com/compendium/rules/basic-rules/combat#DamageTypes) damage.
| Spell | Charges |
|:---:|:-----------:|
| [Crown of Madness](https://www.dndbeyond.com/spells/crown-of-madness) | 1 |
| [Hold Monster](https://www.dndbeyond.com/spells/hold-monster) | 3 |
| [Mind Spike](https://www.dndbeyond.com/spells/mind-spike) at 3rd level | 4 |
| [Greater Invisibility](https://www.dndbeyond.com/spells/greater-invisibility) | 5 |
| [Disintegrate](https://www.dndbeyond.com/spells/disintegrate) | 8 |
Upon being Exalted, the sickles become **+3** Sickles, and gain an additional **2d6** [Psychic](https://www.dndbeyond.com/compendium/rules/basic-rules/combat#DamageTypes) damage as each wound inflicts stinging pain into the targets mind.
* Any target struck by the Sickles has disadvantage on any saving throw made to maintain concentration on spells on a failed **DC 15 Con** save.
* The Save DC for spells cast increases to a **DC of 18**.
* Any target struck by the Sickles has disadvantage on attack rolls made against the wielder of the Sickles on a failed **DC 15 Con** save.