Glimmering Prism of Elemental Harmony
Wondrous Item (Artifact), rare (requires attunement)
This dazzling, multifaceted crystal shimmers with a kaleidoscope of colors and seems to pulse gently with elemental energy. When held, the prism feels warm to the touch and vibrates softly, as if resonating with the very essence of the elements themselves—fire, water, earth, and air.
Once attuned to this prism, the user can channel its powers to enhance their spells or abilities. The prism has a total of 3 charges, which replenish after a long rest. As an action, the bearer can expend a charge to produce one of the following effects, choosing which element to manifest:
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Flame Burst: As a reaction to being hit by an attack, the bearer can unleash a fiery explosion. Each enemy within 10 feet must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your spellcasting modifier) or take 3d6 fire damage and be ignited for 1 minute. A creature can repeat the saving throw at the end of each of its turns, extinguishing the flames on itself on a success.
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Gale Shield: As a bonus action, the attuned can create a shield of swirling winds around themselves or a nearby ally. The target gains a +2 bonus to AC until the start of their next turn. If the target is hit while the shield is active, the winds lash out, dealing 2d6 bludgeoning damage to the attacker.
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Tidal Surge: With an action, the bearer can summon a wave of water to wash over a designated area within 30 feet. Each creature in that area must make a Strength saving throw. On a failed save, the creature takes 3d8 cold damage and is knocked prone. A successful save halves the damage and does not knock the creature prone.
Additionally, once per day, the bearer can tap into the full potential of the prism, creating an elemental storm centered on themselves. This storm lasts for 1 minute and encompasses a radius of 20 feet. It cycles through the four elements, causing the following effects:
- At the start of each of the bearer's turns, they can choose an element. All creatures within the radius must make a saving throw against one of the effects.
The elemental storm calls forth:
- Fire: 4d6 fire damage.
- Water: Area becomes difficult terrain, and those who fail the save take 2d8 cold damage.
- Earth: All creatures must succeed on a Dexterity saving throw or become restrained by rocky spikes; they can repeat the save at the end of their turn.
- Air: All creatures must succeed on a Strength saving throw or be pushed 10 feet away from the bearer.
Once used, this storm cannot be activated again until the next dawn.
Should the wielder lose their connection to the prism or cease attuning, the prism shatters into harmless light, scattering its elemental energies back into the world.