Spellhearts
Note! This is Sebai legacy content for Dungeons and Dragons 5e and is no longer applicable to our Pathfinder 2e game. I simply keep it around in case I ever run 5e again. Refer to Archives of Nethys for relevant spellheart stats.
A spellheart is a magical charm, gem, stone, or other small object affixed to armor, a shield, or a weapon. Each spellheart holds a sliver of combat knowledge or magical energy that can be unleashed for a momentary boost of power or enhanced ability. You must be wielding or wearing an item to activate a spellheart attached to it.
Spellheart grant different effects based on whether it is affixed to your armor or weapon. Like attuning to a magic item, you must spend a short rest affixing a spellheart for it to take effect; however, spellhearts do not use an attunement slot. You can only have one spellheart affixed to an item at a time, meaning it is possible to have one on your armor, one on your shield, and one on your weapon all at the same time. Each spellheart has a spell related to it. Regardless of whether you affixed a spellheart to your armor or weapon, you can use your action to cast this spell once per day. When you use a spellheart to cast a spell, the spell's attack modifier is 3 + your proficiency bonus. If the spell requires a saving throw, the DC is 11 + your proficiency bonus. Spellhearts that cast cantrips deal damage based on your character level like normal.
Flaming Star
Level 3; Price 250 gpSpell Firebolt
Rarity Uncommon
A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch.
- Armor. Whenever you take fire damage, the damage is reduced by 2.
- Weapon. After you cast firebolt through the flaming star, your weapon attacks deal an extra 1d4 fire damage until the end of your next turn.
Acidic Tear
Level 3; Price 250 gpSpell Acid Splash
Rarity Uncommon
This tear-shaped symbol glows a sickly green. Touching it emits an unpleasant, tingly sensation into one's fingers.
- Armor. Whenever you take acid damage, the damage is reduced by 2.
- Weapon. After you cast acid splash through the acidic tear, your weapon attacks deal an extra 1d4 acid damage until the end of your next turn.
Grim Sandglass
Level 3; Price 250 gpSpell Chill Touch
Rarity Uncommon
One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium.
- Armor. Whenever you take necrotic damage, the damage is reduced by 2.
- Weapon. After you cast chill touch through the grim sandglass, your weapon attacks deal an extra 1d4 necrotic damage until the end of your next turn.
Golden Tree
Level 3; Price 250 gpSpell Sacred Flame
Rarity Uncommon
This small, vibrant tree emits a bright flash of golden light any time its user does a good deed.
- Armor. Whenever you take radiant damage, the damage is reduced by 2.
- Weapon. After you cast sacred flame through the golden tree, your weapon attacks deal an extra 1d4 radiant damage until the end of your next turn.
Perfect Droplet
Level 3; Price 250 gpSpell Ray of Frost
Rarity Uncommon
Intense blue water magically holds its shape—a perfect sphere.
- Armor. Whenever you take cold damage, the damage is reduced by 2.
- Weapon. After you cast ray of frost through the perfect droplet, your weapon attacks deal an extra 1d4 cold damage until the end of your next turn.
Erratic Medallion
Level 3; Price 250 gpSpell Shocking Grasp
Rarity Uncommon
It is impossible to pinpoint the exact shape of this bronze medallion. At one glance it is a lightning bolt, the next a triangle. Then, it turns into a mess of curves and sharp edges and so on.
- Armor. Whenever you take lightning damage, the damage is reduced by 2.
- Weapon. After you cast shocking grasp through the erratic medallion, your weapon attacks deal an extra 1d4 lightning damage until the end of your next turn.
Toxic Flask
Level 3; Price 250 gpSpell Poison Spray
Rarity Uncommon
The tiny flask is full of dark, purple liquid. Once its user has cast its spell, it becomes empty until it magically fills again the next day.
- Armor. Whenever you take poison damage, the damage is reduced by 2.
- Weapon. After you cast poison spray through the toxic flask, your weapon attacks deal an extra 1d4 poison damage until the end of your next turn.
Energetic Thread
Level 3; Price 250 gpSpell Thunderclap
Rarity Uncommon
Once this thin piece of silver thread has been affixed to a weapon or piece of armor, it begins to constantly move across the item as if swimming on its surface.
- Armor. Whenever you take thunder damage, the damage is reduced by 2.
- Weapon. After you cast thunderclap through the energetic thread, your weapon attacks deal an extra 1d4 thunder damage until the end of your next turn.
Five-Feather Wreath
Level 5; Price 350 gpSpell Gust
Rarity Uncommon
Identical feathers radiate from the center of this spellheart, held in place by woven straw.
- Armor. You gain a +1 to Acrobatics checks and, when you take fall damage, the damage is reduced by 5.
- Weapon. After you cast gust through the five-feather wreath, you can use your movement to fly on the same turn.
Flaming Star (Greater)
Level 8; Price 1100 gpSpell Fireball
Rarity Uncommon
A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch.
- Armor. Whenever you take fire damage, the damage is reduced by 5.
- Weapon. After you cast fireball through the flaming star, your weapon attacks deal an extra 1d6 fire damage until the end of your next turn.
Acidic Tear (Greater)
Level 8; Price 1100 gpSpell Melf's Acid Arrow (3rd-level)
Rarity Uncommon
This tear-shaped symbol glows a sickly green. Touching it emits an unpleasant, tingly sensation into one's fingers.
- Armor. Whenever you take acid damage, the damage is reduced by 5.
- Weapon. After you cast melf's acid arrow through the acidic tear, your weapon attacks deal an extra 1d6 acid damage until the end of your next turn.
Grim Sandglass (Greater)
Level 8; Price 1100 gpSpell Wither and Bloom (3rd-level)
Rarity Uncommon
One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium.
- Armor. Whenever you take necrotic damage, the damage is reduced by 5.
- Weapon. After you cast wither and bloom through the grim sandglass, your weapon attacks deal an extra 1d6 necrotic damage until the end of your next turn.
Golden Tree (Greater)
Level 8; Price 1100 gpSpell Guiding Bolt (3rd-level)
Rarity Uncommon
This small, vibrant tree emits a bright flash of golden light any time its user does a good deed.
- Armor. Whenever you take radiant damage, the damage is reduced by 5.
- Weapon. After you cast guiding bolt through the golden tree, your weapon attacks deal an extra 1d6 radiant damage until the end of your next turn.
Perfect Droplet (Greater)
Level 8; Price 1100 gpSpell Rime's Binding Ice
Rarity Uncommon
Intense blue water magically holds its shape—a perfect sphere.
- Armor. Whenever you take cold damage, the damage is reduced by 5.
- Weapon. After you cast rime's binding ice through the perfect droplet, your weapon attacks deal an extra 1d6 cold damage until the end of your next turn.
Erratic Medallion (Greater)
Level 8; Price 1100 gpSpell Lightning Bolt
Rarity Uncommon
It is impossible to pinpoint the exact shape of this bronze medallion. At one glance it is a lightning bolt, the next a triangle. Then, it turns into a mess of curves and sharp edges and so on.
- Armor. Whenever you take lightning damage, the damage is reduced by 5.
- Weapon. After you cast lightning bolt through the erratic medallion, your weapon attacks deal an extra 1d6 lightning damage until the end of your next turn.
Toxic Flask (Greater)
Level 8; Price 1100 gpSpell Ray of Sickness (3rd-level)
Rarity Uncommon
The tiny flask is full of dark, purple liquid. Once its user has cast its spell, it becomes empty until it magically fills again the next day.
- Armor. Whenever you take poison damage, the damage is reduced by 5.
- Weapon. After you cast ray of sickness through the toxic flask, your weapon attacks deal an extra 1d6 poison damage until the end of your next turn.
Energetic Thread (Greater)
Level 8; Price 1100 gpSpell Shatter (3rd-level)
Rarity Uncommon
Once this thin piece of silver thread has been affixed to a weapon or piece of armor, it begins to constantly move across the item as if swimming on its surface.
- Armor. Whenever you take thunder damage, the damage is reduced by 5.
- Weapon. After you cast shatter through the energetic thread, your weapon attacks deal an extra 1d6 thunder damage until the end of your next turn.
Five-Feather Wreath (Greater)
Level 10; Price 2500 gpSpell Wind Wall
Rarity Uncommon
Identical feathers radiate from the center of this spellheart, held in place by woven straw.
- Armor. You gain a +2 to Acrobatics checks and, when you take fall damage, the damage is reduced by 10.
- Weapon. After you cast wind wall through the five-feather wreath, you can use your movement to fly up to double your walking speed on the same turn.
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