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  1. Objects

Citrine of the Immortal Sun

Artifact

"Once was whole, now sundered and broken,
A seal removed, as portent to the doors yet to open.
As herald the coming night and the shadows it keeps,
For when even stars must fall as the sky weeps.
Still hold fast, stand firm, and lose not heart,
For deepest darkness can held back by even the smallest spark." - Riddle of the Citrine, Discovered by Anastysia Chuvoskary

This rounded citrine is about the size of a small child’s fist. The symbol of a maze-like rune glows within it, refracted through the citrine, which constantly has a pleasant warmth to it. While it is on the continent of Chult, this item cannot be broken. The citrine has the following additional properties, which work only while it’s on your person.

Glow. As an action, you can cause the citrine to shed bright light in a 30-foot radius and dim light for an additional 30 feet for one hour. The effect ends early if you dismiss it as an action.

Guiding Light. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet, and cannot be magically blinded.

Blinding Blaze. As an action, you can cause the citrine to emit blinding light. Each creature within 30 feet of you that can see you must make a DC 15 Constitution saving throw or become blinded for 1 minute. A creature who becomes blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this property, you can’t use it again until the next dawn.

Sunrise. As an action, you can cast either the dawn or sunbeam spell (spell save DC 15). Once you use this property, you can’t use it again until the next dawn.

Language. While attuned to this item, you can speak and understand Chultan and Primordial.

Gift of Radiance. You can transfer the citrine’s magic to a nonmagical item—a longsword hilt or a bullseye lantern—by tracing the maze-like rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the citrine is destroyed, and the maze-like rune appears in gold on the chosen item, which gains a benefit based on its form:

Longsword Hilt. The longsword hilt now has the properties of a sun blade, requiring attunement by a creature of non-lawful, non-chaotic alignment. While holding it, you can use a bonus action to cast holy weapon from it, targeting itself and using your spell save DC. Once used, this ability can’t be used again until the next dawn. In addition, while attuned to this item, you can speak and understand Chultan and Primordial. While it is on the continent of Chult, this item cannot be broken.

Bullseye Lantern. The lantern now has the properties of a sun lantern, requiring attunement by a creature of non-lawful, non-chaotic alignment. The lantern has 5 charges and regains 1 charge per hour spent in direct sunlight. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: daylight (1 charge), dawn (2 charges), or sunbeam (3 charges). In addition, while attuned to this item, you can speak and understand Chultan and Primordial. While it is on the continent of Chult, this item cannot be broken.