Heart of Thalmyzzarene

Description

The Heart of Thalmyzzarene is not a metaphor, but face—it is the dragon's true heart, petrified into emerald and transfigured in her final moments by powerful divine magic of the elvish goddess Eruwen. It is roughly one and a half times the size of a human skull, and still bears the unmistakable contours of a draconic heart.   The surface is deep emerald in color, streaked with gold and mossy green, as though vines once grew upon it and were turned to stone alongside. In places, the glossy sheen of the stone gives way to dull, scalelike ridges, and faint pulses of inner light run along petrified arteries in rhythmic intervals—beating still, in a way, despite no blood running through it.   Runes in High Elvish and Green Draconic spiral along the aorta and into the branching outer vessels, glowing softly when the Heart is held by one of elven blood—through growing stronger when that blood is tempered by a human side. In such hands, the artifact feels warm, as though embers of Thalmyzzarene's soul still smolder within it.   The Heart is known to hum faintly when brought near old trees or places of ancient magic, and some say it weeps droplets of resin-like emerald sap at times, especially when held by certain people of mixed bloodlines.

History

The Heart of Thalmyzzarene is all that remains of the great dragon herself—an emerald born from the convergence of her dying body, the magic of the elves she stood beside, and the divine essence of an avatar of Eruwen as she was torn asunder. It was not forged, enchanted, or grown in any traditional sense, rather just happening as a miracle and will of the goddess.   Elven historians debate what exactly the Heart is: Some claim it is her petrified heart, transmuted in the instant of death by divine intervention; others believe it is her draconic animus, crystallized and forever bound to the world. Whatever the truth, the Heart possesses a limited intelligence—not sentience, but impression on the world and its holder. It resonates with grief, dignity, and a powerful yearning for something that none have yet been able to figure out.

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2nd Edition

AD&D 2nd Edition

Cost
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EXP
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Description

(A description of the item's mechanical effects)
 
3.5th Edition

D&D 3.5th Edition

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(The cost of the item in GP)
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(Any requirements to craft this item, such as feats, spells, experience, etc)
 

Description

(A description of the item's mechanical effects)
 
4th Edition

D&D 4th Edition

Lvl X(enhancement bonus)(Cost in gp)Lvl X(enhancement bonus)(Cost in gp)
Lvl X(enhancement bonus)(Cost in gp)Lvl X(enhancement bonus)(Cost in gp)
Lvl X(enhancement bonus)(Cost in gp)Lvl X(enhancement bonus)(Cost in gp)
 
Weapon Type
(If applicable, using Weapon Groups from D&D 4e; Axe, Bow, Crossbow, Firearm, Flail, Hammer, Heavy Blade, Light Blade, Mace, Pick, Polearm, Sling, Spear, Staff, Unarmed)
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Property

(Mechanical properties of this item)
 
5th Edition

D&D 5th Edition

Wondrous Item, Major Artifact (Requires Attunement by an Elf or Half-Elf)   While attuned to the Heart, you gain the following benefits:
  • You are immune to Poison damage and the Poisoned and Charmed conditions.
  • You gain Darkvision.
  • ]
  Spells. While holding the Heart, you can use an action to cast one of the following spells (save DC 18) from it:
At-Will: Detect Magic, Druidcraft.
3/Day: Speak with Plants, Nondetection, Suggestion
1/Day: Wall of Thorns, Greater Invisibility (Self Only)
1/Week: Awaken (Plants Only), True Seeing.   Any spells that are limited per day recharge at the next dawn.   Soulroots. If you would be reduced to 0 hit points while attuned to the Heart, you are instead enveloped in a shimmering emerald cocoon of force. You drop to 1 hit point instead and gain the effects of the Etherealness spell for 1 minute or until you dismiss it as per the spell. This feature can't be used again until 30 days have passed.   Warden of the Ash-Lands. You are immune to the negative effects of the environment within The Ash Plains. In addition, while you are within a forest, you may call upon the Heart's ancient magic as an action. Roots, vines, and primal magic surge all around you in a 30-foot radius for 1 minute:
  • You gain a +2 bonus to your AC and have advantage on saving throws against supernatural effects.
  • Creatures of your choice treat the ground in the area as difficult terrain and must make a DC 18 Strength saving throw the first time they enter the area within the minute, being Restrained while within it on a failure. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • As an action, you can command the vines to crush a single creature Restrained by them. The target must make a DC 18 Strength saving throw, taking 8d12 bludgeoning damage on a failure, or half as much on a success. Once you use this feature, you cannot do so again until you use this ability again.
Once this ability is used, it cannot be used again until the next dawn.   Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:
  • 2 minor beneficial properties.
  • 1 major beneficial property.
  • 1 minor detrimental property.
 
 

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