Long ago, the primordial dragon siblings Bahamut and Tiamat partnered to create the First World, a single world on the Material Plane, which is now home to many worlds. They Sardior, the Ruby Dragon, who assisted Bahamut and Tiamat create this world. A great conflict ensued, however, and the First World and Sardior himself were sundered in the fighting. Sardior's being was fractured into five shards, each said to contain great power and a sliver of consciousness within them.
This jagged, violet crystal glows softly with an inner starlight. The surface is etched with fractal patterns that seem to shift when viewed out of the corner of the eye. When held, it hums with psionic resonance, like a tuning fork vibrating in your bones.
All Shards of Sardior have the following abilities:
Psychic Awakening. Once attuned to a Shard of Sardior, the bearer gains the ability to communicate telepathically with any creature that can speak at least one language, up to a range of 120ft. The bearer can cast the Mage Hand spell at will, and Intelligence is the spellcasting ability for this spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you are both 120ft.
Random Properties. Once attuned to a Shard of Sardior, the bearer gains the following random properties:
- 1 Major Beneficial property
- 2 Minor Beneficial properties
- 1 Minor Detrimental property
The Amethyst Shard of Sardior has the following effects:
Ability Score Increase. A creature attuned to a Shard of Sardior has it's Intelligence score and Constitution score increased by 4, up to a maximum of 24.
Force Pulse (3/Day). As an action, you release a burst of telekinetic energy in a 30-foot cone. All creatures in the area must make a DC 18 Strength saving throw or take 6d10 force damage and be pushed 20 feet away and knocked prone. On a success, they take half damage and aren’t moved.
Astral Jaunt (1/Long Rest). You briefly step through the Astral Plane. As a bonus action, you can teleport up to 120 feet to a space you can see. Until the end of your next turn, you are incorporeal and immune to physical damage.
Spellcasting. The shard contains 15 charges, which can be expended to cast the following spells:
- Hypnotic Pattern - 3 charges
- Counterspell - 3 charges
- Dimension Door - 4 charges
- Phantasmal Killer - 4 charges
- Telekinesis - 5 charges
- Wall of Force - 5 charges
The shard regains 1d12 + 3 charges daily at dawn.
Sentience. The Shard is a sentient lawful neutral magic item, with an Intelligence of 20, Wisdom of 18, and Charisma of 22. It communicates telepathically and offers guidance on maintaining balance between the material and astral realms. If used selfishly or for evil ends, it may attempt to wrest control or abandon the wielder.
Notes: Bonus: Intelligence Score, Bonus: Charisma Score, Bonus: Ability Score Maximum, Bonus: Ability Score Maximum, Language: Telepathy, Spellcaster with an Intelligence 16+
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