Wondrous Item, artifact

A chalice formed from solid flame, once flaunted by Aphrodite. Its fire gives off a constant warmth but does not burn the hand that holds it, flowing around the vessel as though shaped from living glass. Within it rests an icy-cold nectar that never empties and cannot be spilled. It is said that a single sip is enough to become addicted, leaving the drinker longing for something they may never be able to name.

Awakened, the chalice no longer conceals the contradiction at its heart. Passion may burn fiercely or leave only cold behind, and Aphrodite understood both better than any other. The Tempered Heart carries each in equal measure, answering to desire in all its forms. Its flame still reaches for someone elsewhere in the world, while the frozen nectar within waits for their return.

 

Dance of Fire and Ice: Any Cold or Fire damage you deal ignores resistance and immunity to those damage types.

Once per turn, when you hit with an attack, you may change all damage dealt by that attack to either cold or fire damage. This includes damage from extra effects like Divine Smite or Holy Weapon.

Passionate Reflections: Once per encounter, when you are targeted by a hostile spell of 7th level or lower, or included in the area of one, you may use your reaction to summon a mirror of fire and ice before you.

The spell has no effect on you. Other creatures affected by the spell are affected normally.

You then choose one of the following effects:

  • Reflect. The spell is reflected against its caster. If the spell requires an attack roll, use the original attack roll against the caster. If it requires a saving throw, the caster makes the appropriate saving throw against the original spell save DC. If the spell ordinarily affects an area or multiple creatures, only the caster is affected by the reflected spell. If the spell requires neither an attack roll nor a saving throw, the caster becomes the sole target and suffers the spell’s effects normally.
  • Absorb. The chalice absorbs the spell, and you regain hit points equal to five times the spell’s level.
  • Captivate. The chalice absorbs the spell. Each creature of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, a creature is charmed by you for 1 minute. The effect ends early for a creature if it takes damage, another creature uses an action to shake it from its fascination, or it succeeds on a Wisdom saving throw at the end of one of its turns.

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2026 4:36:35 PM
4
2
5
Coming Soon
Enfurion

Comments

Posts Quoted:
Reply
Clear All Quotes