Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.
As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.
Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.
While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.
Random Properties
An Orb of Dragonkind has the following random properties:
- 2 minor beneficial properties
- 1 minor detrimental property
- 1 major detrimental property
Spells
The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges).
You can also use an action to cast the detect magic spell from the orb without using any charges.
Call Dragons
While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour.
Destroying an Orb
An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
Notes: Healing, Summoning, Control, Scrying, Detection
[edit: found it!] I have looked high and low for a source to compare to with minor/major detrimental/beneficial properties. I don't see any reference to them in the DMG or anywhere else for that matter. Where am I not looking that I should be?
Its located in the DMG under the Sentient Magic Item section (chapter 7) in the Artifacts section.
I did find it finally. Thanks for your reply!
My precious....
These things may be the perfect item(s) for my end boss, though I may change some things up a tiny bit.
its weird they don't use the color based features from older editions (immunity from their breath, stat boost based on said dragon). Also no dominate spells/feature for dragons.
post a link if its helpful
Sentient Magic Item Properties
Lol:
You fail the charisma save of the Orb of Dragonkind, becoming charmed by the evil spirit within, but one of the minor beneficial properties is that you can't be charmed ...
You only gain the beneficial properties if you are attuned, and you aren't attuned until after the charm attempt succeeds or fails.
So if you are lucky and gain that effect, once you pass on the save the first time, only then can you ensure you never fail the save again
Being the size of a basketball sure is inconvenient, haha, maybe I'll just say its much smaller. Trying to find a good orb for a wizard focus, but they are few and mostly way too large to be easily handled.
hmmm... 'my precious'... LOTR reference...
Has anyone else noticed that this is actually easier to destroy then other magic items? Most magic items can’t be destroyed by disintegrate, but it is specifically said that this can be.
I'm not sure this is what dragon balls are meant to be.
What is a good hit?
crit
So what's the point of this thing? why is it an artifact besides its history?
Why does it not provide Dominate Monster to use on dragons?
Hi,
I would change / add few things:
Firstly:
explanation: Orb fights for control every time you use it. It's easier to win control while you're attuned to it.
Dragonlance Lore: One of the orbs was able to took control of the mind of the elven King Lorac Caladon and unleashed his nightmares onto the land. For years, Lorac watched as his lands were destroyed and turned into a nightmare.
Replace Random Properties.
explanation: All Orbs where created the same way, there was nothing random ;)
If you are attuned and have spellcasting feature:
Add Spells:
Spells:
explanation: Orbs were created by multiple wizards and are one of the most powerful artifacts. Dominate dragons is one of Orb main functions and since Orb itself contain some sort of knowledge it make sense to list those spells as extras.
The full extent of each dragon orb’s powers is not known, even to the Orders of High Sorcery, and an orb may very well have properties in addition to those described here.
Any opinions? :D
Good to know I'm not the only one who was wondering about this item.
Like, it specifically says in the item description that it allows some control over dragons, yet has no features that would do that.
I noticed you only put down one minor beneficial property - one damage resistance. I think it should also give immunity to being frightened, because that's also a thing that dragons are famous for.
Immunity is too much I think, advantage against Dragons' Frightful Presence seems better.
I'm replacing the random glowing orb in The Sunless Citadel area 10 with one of these. Guess which dragon it specifically calls out to :)))
Yes! Why do this, when the item isn't even that powerful to begin with? I'm definitely going to have to change this a bit.