1. Objects

Cracked Core

Wondrous Item, Rare

This perfect sphere is damaged, showing cracks in its structure, but still functions with limited capability. Originally a Unknown, it was once upon a time doctored by magic and made into something else. The person who possesses the core can use it without housing it in a Construct for the following effects:

At the beginning of combat, the Cracked Core Channels an Orb. There are six possible Orbs that can be Channeled. Once channeled, they perform a passive effect referred to as its Trigger effect. A Trigger occurs at the end of turn and requires to action economy. However, as an action, the user can perform an Orb's active effect, referred to as its Evoke effect. Once an Orb has been Evoked, it disappears, and would require a bonus action to be Channeled again before any passive or active effect can occur. All effects of Channeling, Triggering, and Evoking an Orb are as follows:

  1. Lightning Orb - As a bonus action, a Lightning Orb can be channeled. Once Channeled, it orbits the user, and every turn, at the end of the user's turn, it Triggers dealing 1d8 Lightning damage against a random target within 15 ft. of the user. As an action, Evoking the Orb will deal 3d8 Lightning damage against a random target within 15 ft. of the user. Once Evoked, the Lightning Orb vanishes.
  2. Dark Orb - As a bonus action, a Dark Orb can be channeled. Once Channeled, it orbits the user, and every turn, at the end of the user's turn, it Triggers charging 1d6 Force damage. This damage is not dealt against any foe, yet, and instead is stored. As an action, Evoking the Orb will deal all stored up Force damage against a random target within 15 ft. of the user. Once Evoked, the Dark Orb vanishes.
  3. Frost Orb - As a bonus action, a Frost Orb can be channeled. Once Channeled, it orbits the user, and every turn, at the end of the user's turn, it Triggers granting 1d4 bonus AC to the user. As an action, Evoking the Orb will grant 3d4 bonus AC instead. Once Evoked, the Frost Orb vanishes.
  4. Glass Orb - As a bonus action, a Glass Orb can be channeled. Once Channeled, it orbits the user, and every turn, at the end of the user's turn, it Triggers dealing 1d4 Thunder damage to all targets within 30 ft. of the user. As an action, Evoking the Orb will deal 3d4 Thunder damage instead. Once Evoked, the Glass Orb vanishes.
  5. Plasma Orb - As a bonus action, a Plasma Orb can be channeled. Once Channeled, it orbits the user, and every turn, at the end of the user's turn, it Triggers, granting 1 Plasma Charge, a currency used to facilitate new special skills associated with the Orb, to be detailed below. As an action, Evoking the Orb will grant 3 Plasma Charges instead. Once Evoked, the Plasma Orb vanishes.
  6. Mind Orb - As a bonus action, a Mind Orb can be channeled. Once Channeled, it orbits the user, and every turn, at the end of the user's turn, it Triggers, dealing 1d6 Psychic damage to a target of choice that can be seen within 15 ft. of the user. As an action, Evoking the Orb will deal 3d6 Psychic damage instead. Once Evoked, the Mind Orb vanishes.

Only 3 Orbs may be Channeled at any time. If a new Orb is channeled, and three are already active, the first Orb Channeled is Evoked, and replaced by the new Orb.

Added Abilities:

Sweeping Beam: As an action, and requiring 1 Plasma Charge, a beam of energy may be fired from the Core. It spreads in a 15 ft. cone, originating from the Core. All targets in the cone must make a DC 16 Constitution saving throw. On a failure, targets take 3d6 Force damage, and on a success, half as much damage.

Overclock: As an action, you amp up the power of your Plasma charges, converting 1 Plasma Charge you already possess into 2 new ones. Plasma Charges generated in this way generate a lot of heat, dealing 2d4 Fire damage to yourself in the process.

Sunder: As an Action, and requiring 3 Plasma Charges, you power up the core and fire a beam from it. One target within 60 ft. of you, that you can see, if hit, takes the damage. Roll an attack roll, with a +9 modifier. On a hit, deal 3d10 Force damage. If this damage reduces the target to 0 HP, regenerate 3 Plasma Charges.

Death Blow: If the Core is destroyed, all stored energy within it is unleashed upon destruction. All creatures within 15 ft. of the core when it explodes must make a DC 16 Constitution saving throw. On a failure, they take 1d10 Force damage, plus damage associated with all Channeled Orbs active at the time the core was destroyed, taking 1d8 Lightning damage for each Lightning Orb, 1d6 Force damage for each Dark Orb, 1d4 Cold damage for each Frost Orb, 1d4 Thunder damage for each Glass Orb, 1d4 Fire damage for each Plasma Orb, and 1d6 Psychic damage for each Mind Orb.

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