This 2-foot-diameter sphere is a transcendent gate within the multiverse, hovering in space, existing in both the Feywild and the Material Realm simultaneously. This artifact acts as the tether between the two planes of existence.
The Corestone incinerates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a Corestone, it passes through the Corestone unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
If the Corestone comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole or bag of holding, the GM determines what happens from a dice roll. Either the device or spell creating the planar portal is destroyed, or the Corestone is destroyed, sucking in each creature and object within 180 feet of the sphere and transporting them to the Feywild, allowing the tether between the two planes to be severed causing the planes to collide with world changing consequences.
The Corestone of the Feywild is an artifact of immense power and versatility. If the player bonded to the Corestone wishes to use it in a way not explicitly listed in the abilities, it is at the DM's discretion to allow such use. The Corestone can be a potent weapon or tool and can be utilized creatively in many scenarios. DMs are encouraged to facilitate this creativity while maintaining balance in the game. This flexibility allows the Corestone to be an evolving part of the campaign, adapting to the player's imagination and the narrative's needs.
The Corestone of the Feywild is a game-changing item and should be integrated thoughtfully into your campaign. Its introduction and use should significantly impact the narrative, offering both challenges and opportunities for creative problem-solving and story development.
Corestone Warden (Passive). The bond stops ageing and the wielder shows no signs of age. They do not suffer the effects of old age, but can still die from injury, or other external causes. Protected by the magic of the Corestone, the bonded has the constant effect similar to the 'Nondetection' spell. They cannot be targeted or detected by divination spells or magical scrying sensors.
Sylvan Fortitude (Passive). The bonded gains immunity to acid and poison damage as well as the poisoned and diseased conditions.
Blessing of Hamish (Passive). The bonded gains advantage on all Charisma checks and saves, all creatures rolling a Charisma save against the bonded does so with disadvantage.
Glamour of Disguise (Passive). The bonded may change appearance at will, including clothing and equipment, to anything imagined. To see through illusion one must make a DC 20 investigation check.
Chaotic Burst (1/week). As an action, the bonded can release a 60-foot burst of fey trickery magic all around them. Each creature the bonded chooses within range must make a DC 20 Charisima saving throw or be forced to roll on the wild magic surge table.
Eternal Spring (1/Day). The bonded can cause flora to bloom and grow in a 1 mile radius, causing difficult terrain, natural havens or barriers of lush green flora even in the most barren landscapes.
Fey Speech (1 each/long rest). The bonded can understand and speak Sylvan, as well as cast Charm Person, Crown of Madness, Hypnotic Pattern, Dominate Person and Dominate Monster once per long rest each.
Eldritch Bloom (2/short rest). Twice per short rest, the bonded can infuse nearby inanimate plantlife with their power, causing the plant to become sentient and fight algonside them. This power is at the DMs discretion but recommended to use the Treant statblock (without the Animate Trees ability).
Rift of the Feywild (1/week). The bonded can attune to the Feywild and open rift into the plane. The bonded can use this rift to summon up to 18 CR worth of fey creatures in any variety they wish. The creatures remain for 1 hour, until dismissed, or until destroyed.
Bonding the Corestone
Phase 1 - Grove's Whisper
Begin the ritual by holding the Corestone and enduring its cacophony into your mind.
Check. Wisdom Saving Throw (DC 20).
Fail. Suffer 3d10 psychic damage and must retry this phase in the next round.
Success. Move to Phase 2.
Area Effect. All within 10 feet take 2d6 psychic damage (guaranteed), potentially breaking concentration.
Phase 2 - Dance of the Fey
Maintain physical contact with the Corestone as it jolts uncontrollably within your grasp.
Check. Strength Saving Throw (DC 25) to hold the grip.
Fail. Suffer 4d10 psychic damage and return to Phase 1.
Success. Move to Phase 3.
Area Effect. Psionic barrage spreads to 20 feet, dealing 3d6 psychic damage (guaranteed) to all nearby.
Phase 3 - Pact of Thorns
Assert mental dominance over the Corestone, subduing its chaotic will.
Check. Charisma Saving Throw (DC 30) to dominate the stone amidst the chaos.
Fail. Suffer 5d10 psychic damage from the overwhelming power, return to Phase 2.
Success. Move to Phase 4.
Area Effect. Thorny vines lash out in a 30-foot radius, dealing 6d6 slashing damage to those nearby.
Phase 4 - Embrace
Fully bond with the Corestone, channelling its power without being consumed.
Check. Saving Throw of the Users Choice (DC 35) to demonstrate the strength of will.
Fail. Suffer 6d10 psychic damage and a level of exhaustion, return to Phase 3.
Success. Bonding complete.
Area Effect. A burst of growth envelops the area in a 40-foot radius, turning it into lush terrain that can provide benefits or hindrances based on the DM's discretion.
Completion of Ritual. Upon successful bonding, the wielder immediately gains the Corestone Warden ability, marking the start of their new powers and responsibilities.
DM Note. This ritual is designed to be challenging and should be attempted under special circumstances. It's not just a test of the character's abilities but also their readiness to wield such power. The area effects make it difficult for allies to assist without risk, emphasising the personal nature of this trial. Any of these abilities can be swapped out or reordered if preferred i.e STR for DEX.
- Created for the Athana Chronicles -
Notes: Immunity: Acid, Immunity: Poison, Immunity: Poisoned, Immunity: Disease, Advantage: Charisma Ability Checks, Advantage: Charisma Saving Throws, Language: Sylvan, bonding ritual
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