It is a serious thing to consider replacing your heart with magic.
Heart of Glass: This heart is a mixed blessing. The user will automatically fail any saves versus any mind-effecting spells or enchantment effects, but all targets of the users spells must save at -4 (or disadvantage)
liquid inside slowly drains until empty, at which point the crystal case also dissolves into dust, being absorbed into the skin. The user is no longer subject to disease, illness, or any bleeding effects. They receive a +4 bonus (or advantage) on any death spells or effects, and their aging slows to 1/10th it's normal rate. They also regenerate 1 hit point a minute. The heart prevents any sort of protection from scrying for operating. In addition, their blood works as a healing elixir, curing disease and reducing aging by several months when drunk, as well as producing an overwhelmingly positive feeling of well-being. It is also highly, highly addictive, causing addiction after the first use and dependence soon after. The people who are denied this substance will go to any lengths to acquire it. This can be used to control people who become dependent on it, but there are no cases in which it has not been known to backfire. Upon the users demise, the body turns to red liquid, which then fills a crystal heart in the location of their corpse.
The experience of bearing the heart is difficult. Reality seems to fluctuate, and often the user gets glimpses into the shadow and ethereal plane. Often they become paranoid and isolative. They begin to become uncertain about what is real and what is not. When killed the user turns to crystal which crumbles, leaving behind only a crystal heart.
Fire Heart: This heart provides resistance to fire. Any spells you cast ignore the fire resistance of the target, and cause immune targets to be considered resistant. You become vulnerable to cold. Also, you become impassioned. You find it more difficult to stay calm, you mind often fixating on anything upsetting causing you to become angry. You find it difficult not to lash out at people and eventually become more and more chaotic. You must succeed at a DC 10 Constitution check in order to get enough sleep to prepare/regain spells during a long rest. If you cannot cast spells, you gain the ability to cast Fire Bolt at will as a ranged magical attack using Intelligence if you don't have another casting stat, burning hands 3 times and Scorcher once. (Concentration up to 1 minute, 20' line of fire, does 5d8 damage to first target and 3d8 damage to all other targets, Dex save for half). These uses refresh after a long rest (or 8 hours of sleep).
Seven magical hearts for your perusal. Note that several of these contain vague effects, such as shifting your alignment over time and powerful effects that are loosely defined. This requires some discussion and agreement between the Dungeon Master and the player about what works best for the game. Allowing a specific use to avoid fatigue of the ice heart (such as using it to ride on a path of ice through the air) should be worked out as specifics between the Dungeon Master and the player. Perhaps one such effect can be gained per level or a few (or one in Pathfinder) could be granted by a feat. Mechanical effects of some of the drawback are left up to individual Dungeon Masters also. A player who's unwilling to portray the change over time as the heart affects them is probably not a good candidate for these magical items.
For other cool magical items, check out the magical item tag!
Hack & Slash
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