BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Heart of the Wilds

Wondrous item - artifact  
A coiling, twisting half-metre sphere of living tree roots, wet soil, and clusters of rock, bone and fur that breach the surface before being pulled back inside. It pulses like a slow heartbeat, feels uncomfortably warm to the touch, and stays in constant motion.  
  • Beasts and other non-sapient creatures within 120ft of the Heart cannot be magically dominated or charmed, and any Wisdom (Animal Handling) checks to influence their behavior are made at disadvantage.
  • Any plants that remain within 500 feet of the heart for 7 days or more become enriched, as though the plant growth spell has been cast on them, and while in this radius grow at three times the normal rate.
  • A creature holding the Heart can activate it as an action, causing wild energy to spill out from it. All creatures in a 30 ft. radius must succeed on a DC 16 Wisdom saving throw, or become charmed, overwhelmed by primal instincts and animalistic behavior.
    An charmed target can't take reactions, has their Intelligence and Charisma scores reduced to 4, can speak only haltingly, and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 Roll Behavior
1-3 The creature moves towards the nearest source of food or potable water, eating and drinking if possible.
4-6 The creature flees any source of nearby danger, using their action to Hide or Dash if possible.
7-8 The creature retaliates, moving towards the nearest hostile target and taking the Attack action.
9-10 The creature may act normally this turn.
 
    At the end of its turns, an affected target can make a wisdom saving throw. If it succeeds, the charm ends for that target.
      The Heart also has some potential when used in crafting, which must be discovered through further research.

Comments

Please Login in order to comment!