Crenshinibon was eventually destroyed by the red dragon Hephaestus, however that is only the story known by everyone. The truth is far different, when Jarlaxle tricked him into breathing fire on the crystal shard it used all its remaining power to shatter itself into 6 different pieces that flew away and ended up dispersed all around Faerûn no one knew about this not even the shard itself since after shattering each piece has forgotten its past, though all shards became paranoid and afraid of most things around them, They're not evil anymore but might become of any alignment depending on what each shard experiences.
The shard will automatically bond itself with the flesh of the 1st person that approaches it and will move through the flesh to a part of the body that is exposed to sunlight. (nape hands forehead etc) causing a lot of pain to the host that might make him lose consciousness on a failed DC 14 CON save, it then proceeds to attune itself to that person for the next 6 hours.
The shard can either way enhance a persons magical capabilities, or strengthen the body of that same person:
- While attuned to this magic item, you recieve plus 2 to your spell attack rolls and to your spell slots, and spell save DC if you're a spellcaster. This bonus decreases to 1 when the item has only 5 charges, and to 0 when the item only has three charges.
- while attuned to this magic item, you recieve plus plus 2 to hit if you're not a spellcaster. This bonus decreases to 1 when the item has only 5 charges, and to 0 when the item only has three charges. However it does give you a plus 1 to your STR or DEX modifier depending on your choice, until it reaches 0 charges which stops the effect. Monks get a bonus +1 to their Unarmored Defense AC and their Ki points, until the shard reaches 0 charges which stops the effect.
The shard gives the following benefits to a person attuned to it whatever class they might have:
- Crystal beam: Crenshinibon allows its wielder to project green beams of destructive energy, with range limited only by the line of the horizon. These can be fired from the wielder's hand, from the crystal itself or from the tip of the Cryshal Tirith towers which the shard can create for its owner. The intensity of the beams can also be adjusted from something just powerful enough to lit a campfire (expends one charge) to something as strong as the flame strike spell. The beam can mimic the effects of any offensive fire or radiant evocation spell of 5th level or lower (no cantrips allowed) the Dm may decide on how many charges that sell would consume some may even consume 10 charges ( 1 Aganazzar’s Scorcher, 2 Blinding Smite, 3 Branding Smite, 4 Burning Hands,5 Crusader’s Mantle, 6 Dawn, 7 Divine Favor, 8 Fire Shield, 9 Fireball,10 Flame Blade, 11 Flame Strike, 12 Guiding Bolt, 13Hellish Rebuke, 14 Immolation, 15 Melf's Minute Meteors, 16 Moonbeam, 17 Scorching Ray, 18Searing Smite, 19 Sickening Radiance, 20 Wall of Fire). When the crystal beam is used roll a d20, the result is the spell that will be cast. In order to cast a specified spell you need to succeed on a dc 16 wisdom save.
- Third eye: The crystal shard's magic gives it an enhanced awareness of its surroundings, which it can telepathically share with its owner. The owner can also use the magic of the artifact to cast any Divination spell of third level or lower (no cantrips allowed) the Dm may decide on how many charges that spell would consume (1 Augury, 2 Beast Bond, 3 Beast Sense, 4 Clairvoyance, 5 Comprehend Languages, 6 Detect Evil and Good, 7 Detect Magic, 8 Detect Poison and Disease, 9 Detect Thoughts, 10 Find Traps, 11 Fortune's Favor, 12 Gift of Alacrity, 13 Hunter's Mark, 14 Tongues, 15 Identify, 16 Locate Animals or Plants,17 Locate Object, 18 Mind Spike, 19 See Invisibility,20 Speak with Animals). When the third eye is used roll a d20, the result is the spell that will be cast. In order to cast a specified spell you need to succeed on a dc 13 wisdom save.
- Ruler's mind: Crenshinibon can read and influence the thoughts of nearby minds other than its owners, you can cast the following enchantment spells: (1 Animal Friendship, 2 Charm Person, 3 Command, 4 Compelled Duel, 5 Crown of Madness, 6 Dissonant Whispers, 7 Enemies Abound, 8 Enthrall, 9 Hideous Laughter, 10 Hold Person, 11 Sleep, 12 Suggestion, 13 Tasha’s Hideous Laughter, 14 Zone of Truth, 15 Animal Messenger, 16 Calm Emotions). the Dm may decide on how many charges that spell would consume. When the Ruler's mind is used roll a d16, the result is the spell that will be cast. In order to cast a specified spell you need to succeed on a dc 14 wisdom save.
- Crystal's way: Crenshinibon allow its master to magically travel from one location to another, or change the way your body moves etc through mimicry of the following spells (1 Misty Step, 2 Thunder Step, 3 Expeditious Retreat, 4 Meld into Stone, 5 Water Walk, 6 Zephyr Strike). When the crystal's way is used roll a d6, the result is the spell that will be cast. In order to cast a specified spell you need to succeed on a dc 15 wisdom save.
- Cryshal Tirith: In addition to all of the above, the greatest power of Crenshinibon rests in its ability to create crystal towers known as Cryshal Tirith. To raise these, the shard consumes 5 charges makes a duplicate of itself that, upon being placed in the chosen location and activated with a short incantation, turns into a tower of 25 feet high and 10 feet wide. The artifact can't sustain more than one Cryshal Tirith. However, a Cryshal Tirith that is backed by the full power of the shard is quite formidable. Its owner can alter at will its structure in various ways, summon mirrors which increase the range of his divination and mind control spells. Within its walls, he is also smi-protected against magical or psionic attacks as he has to roll a wisdom save of a dc 16 in order to not be affected (unless he chooses to lift the protection) and can negate magic using the same way. The structure itself is highly durable against conventional attack and the substance it is made of can reflect spells back towards the caster if the caster fails a DC 11 Int check up to 3 times per day. Finally, the master of the shard can make the tower teleport to an location in one mile by consuming 10 charges.
All of the above may look quite overpowered yet they all have a flaw that changes everything; The 6 shards of Crenshinibon all have been affected by the dragon's breath making them all have a 70% chance to trigger a Wild Magic Surge roll 1d20 with a dc 14 on a fail whatever was going to originally happen is completely negated becomes wild magic. The DM should roll on a wild magic table (official or homebrew one ) to see what happens the charges that get consumed depend on what the wild magic does but cannot exceed 5 no matter what.
Notes: Crenshinibon is sentient and can communicate telepathically with whoever is holding it, it starts of being paranoid but might calm down and start believing in itself after it grows a positive relationship with its owner , The shard requires attunement to any creature however it will proceed to attune itself to the 1st person that finds it.
-
View User Profile
-
Send Message
Posted Oct 7, 2021TLDR , love the item and the lore but this seems really over complicated especially as only one player in the party is going to have an item like this. take away some of the dice rolling and make the item more specific to it's intended task finding the other shards and corrupting minds XD