Solar Shards

Description

Each of these red, palm-sized pyramids has a square base and is made of a slightly transparent yet perfectly smooth glass or gemstone. They are warm to the touch, and grow much warmer when in close proximity to each other.  

Mechanics

Control

You can attune to any number of these shards at once as a single item, linking them together. While attuned, you can control them telekinetically from up to 120ft away, moving them at a rate of 60ft per round (no action required). If a shard is ever more than 120ft away from you, it flies towards you at a rate of 60ft per round. If it is prevented from doing so, or otherwise farther than 120ft for 1 minute or more, it immediately loses its attunement and drops to the ground.  

Growing Strength

The shards gain charges based on how many are attuned to you at once. The first shard adds 1 charge, the second 2 charges, and the third 3 (for a total of 6 so far), etc. When using the abilities listed below, any saving throw DCs are calculated as 13 + the number of shards you are attuned to and spell attack rolls are made with a bonus of 5 + the number of shards you are attuned to.   The shards regain all expended charges at Noon.  

One Shard

  • With a single shard you can use it to make ranged weapon attacks with a range of 60/120ft, using either your Intelligence or Dexterity for attack and damage rolls (your choice). You are proficient with this exotic weapon, which deals 1d4 Piercing + 1d6 fire damage on a hit.
  • You can use a charge to cast the Produce Flames cantrip as an action. The flame does originates from the shard rather than your hand.

Two Shards

  • By expending one charge you can move two shards up to 20ft away from each other and spark a 5ft wide line of flame between them as an action. All creatures within that line must make a Dexterity saving throw or take 4d8 fire damage, halved on a success. For each additional charge expended, the maximum length of the line increases by 10ft and the damage increases by 2d8.
  • Casting Produce Flame no longer requires a charge, and you decide which shard it is sourced from.

Three Shards

  • By expending two charges you can move three shards to surround a 5ft cone in the shape of a triangle as an action. Any creatures inside that space heal 3d8 hit points. For each additional two charges expended, you increase the cone size by 5ft and the healing amount by 1d8.
  • As an action you can have one or all of the shards glow brightly, as if casting the Light spell on each of them. You can dismiss this light at any time (no action required).

Four Shards

  • By expending 3 charges you can create a momentary rectangular barrier of flame and force as an action. The wall can be up to 40ft across and 20ft high (or as small as a 5x5ft square), operating as both a Wall of Force and a Wall of Fire simultaneously. The wall lasts until the end of your next turn. For each additional two charges expended, the wall lasts another round. You cannot make use of these shards while the wall is activated, but can end the ability early at any time (no action required).
  • When you cast Produce Flame, you can spend a charge to cast it an additional time from another available shard. You may use this feature multiple times on the same casting, so long as you have the available shards and charges. While a flame is produced, you can attack with any or all of them at the same time.

Five Shards

  • By expending 3 charges you can create a pyramid shaped prison around a Huge or smaller creature as an action, akin to a burning Wall of Force. The creature may make a Dexterity saving throw to leap out of the way, but must expend its reaction to do so. Immediately after being imprisoned, and again at the start of each of its turns, the target takes 8d8 Fire damage. The cage lasts until the end of your next turn. For each additional three charges expended, the cage lasts another round. You cannot make use of these shards while the wall is activated, but can end the ability early at any time (no action required).
  • You may expend 5 Charges to cast Dawn, or 8 Charges to cast Sunburst, centered on one of the shards. Casting Dawn in this way still requires concentration, and the shard it is centred on cannot be used for other abilities while active.

Details

Wondrous Item, Legendary   Requires Attunement

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