Lionheart
Artifact, Must be Attuned by a Player Character
The Lionheart is an ancient artifact of immense power. Once activated, it takes rarely known rituals or divine intervention to either deactivate it or even destroy it.
If left in a region for too long, it will begin to heat the land around it. When the temperature is at or above 50 degrees celcius, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. With each success, the Constitution Saving Throw DC increase by 5, resetting to 5 on a failed save. This effect has been corrupted so that it's heat grows unnaturallk unnaturally, infesting them with effects such as tumours and unnatural sizes. While remaining in a single location, this can effect entire towns and regions in place within a week.
While within 1 mile of the player party, the entire party will suffer the following effects.
Alternatively, a PC can attune to the Lionheart, resulting in none of the effects influencing the other PCs, but the attuned creature suffers the effects of the poisoned condition, . This will result in the PCs. While immunity to the poisoned condition will prevent this effect from occurring, the creature will still suffer vulnerability to poison damage while attuned to this item, but also deal an additional 1d4-1 poison damage when rolling damage for a successful attack. They can also choose to revive a creature who has died within 1 hour. To do this, they spend 10 minutes channeling the life essence of the Lionheart through them into a deceased creature within 5ft, restoring them to 1hp. The PC must succeed on a Constitution Saving Throw DC:10 or develop a permanent mutation (roll on the Mutation Table), and the revived creature must do the same, but with a Constitution Saving Throw DC:15.
The Lionheart is an ancient artifact of immense power. Once activated, it takes rarely known rituals or divine intervention to either deactivate it or even destroy it.
If left in a region for too long, it will begin to heat the land around it. When the temperature is at or above 50 degrees celcius, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. With each success, the Constitution Saving Throw DC increase by 5, resetting to 5 on a failed save. This effect has been corrupted so that it's heat grows unnaturallk unnaturally, infesting them with effects such as tumours and unnatural sizes. While remaining in a single location, this can effect entire towns and regions in place within a week.
While within 1 mile of the player party, the entire party will suffer the following effects.
Alternatively, a PC can attune to the Lionheart, resulting in none of the effects influencing the other PCs, but the attuned creature suffers the effects of the poisoned condition, . This will result in the PCs. While immunity to the poisoned condition will prevent this effect from occurring, the creature will still suffer vulnerability to poison damage while attuned to this item, but also deal an additional 1d4-1 poison damage when rolling damage for a successful attack. They can also choose to revive a creature who has died within 1 hour. To do this, they spend 10 minutes channeling the life essence of the Lionheart through them into a deceased creature within 5ft, restoring them to 1hp. The PC must succeed on a Constitution Saving Throw DC:10 or develop a permanent mutation (roll on the Mutation Table), and the revived creature must do the same, but with a Constitution Saving Throw DC:15.
Roll | Mutation |
---|---|
1 | Your organs grow outside of your body. No one knows how a creature like this can survive, but the unnatural energies of Chaos seem to work in confusing ways. The creature suffers vulnerability to slashing, bludgeoning and piercing damage. |
2 - 3 | The Flesh of your skull burns away and your head becomes a burning skull. Your charisma is reduced by 2, but you gain expertise in Intimidation checks and once per Long Rest you can cast Fear with a DC 12. |
4 | Your Skin is covered in root-like growths in shimmering colours. You gain +1 to your AC, but your Charisma is reduced by 2 |
5 | Your skin becomes translucent and your eyes turn milky white |
6 | One of your hands turns into an animalistic claw and fur grows up to your shoulder. You can use the claw to make an unarmed attack which deals 1d6 + your Strength modifier slashing damage |
7 | An enormous horn grows out of you head right above your eye. It can be used as part of an attack action to deal an additional 1d4 piercing damage |
8 | One of your limbs turns into that of another creature. Randomly determine one of your arms or legs and roll 1d4: 1. Reptilian 2. Insectoid 3. Mammalian 4. Avian |
9 | You gain a 3rd eye in the middle of your forehead. It has no function but probably looks mysterious |
10 | Your legs become hooved. Lose 5ft movement speed but double your jumping height and length. Can jump from a standing position |
11 | You grow a second mouth. Roll 1d4: 1. Center of your Forehead 2. Stomach 3. Palm of your hand 4. Back of your head. It functions like a normal mouth |
12 | Your hands grow 1d4 additional fingers. |
13 | Pale boils appear on your neck which itch when danger approaches. You can no longer be surprised |
14 - 15 | Your blood is substituted with a different material. Roll 1d4: 1. Poison 2. Fire 3. Acid 4. Force. If a creature hits you with an attack, it suffers 1 point of damage + your constitution modifier according to the type of blood you carry in your veins. Your hit point maximum is permanently reduced by 1d4 |
16 | You gain an additional Organ, which increases one of your Ability Scores by 1. Roll 1d6 to determine which Ability Score. |
17 - 19 | You grow a double-pair of vestigial wings. Roll 1d4: 1. Moth 2. Bat 3. Angel 4. Bones. These wings have no effect but you can no longer wear medium or heavy armour without modification |
20 | You grow a double-pair of wings. Roll 1d4: 1. Moth 2. Bat 3. Angel 4. Bones. These wings give you a flying Speed of 30 feet but you can no longer wear medium or heavy armour without modification |
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