Gem Socketing

How to enhance your weapons

A new concept using enchanted gems to increase the power of your weapons and armor, a gem can be socketed into your items, and then taken out again to fine-tune your own personal gear. The items being socketed must be able to receive the gems, so special consideration must be made to build them correctly.

by Anthony L. (DM Bahamut)

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

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Gems

Created with the original Akashic Sensitive Prestige class as a power and ability source, these gems are enchanted either by magic, or through communion with the Universe. Sensitive people are able to distinguish between normal gems and those that are transfigured correctly enough to receive the enchantment.

Just like any other enchanted object, it takes the same amount of time bestowing it with magic as it would any other item. Through a combination of specific gems and the ability to "socket" items, a player is able to put these gems into their gear to give them the gem's powers. Many of the gems are specifically keyed to certain abilities and spells, which are naturally unlocked as well through communion with the Universe.

If a player wants to remove the gems from their gear, they can do so freely or at the discretion of the DM. Sometimes, gems bond with the items they are socketed to, and may break down after being separated from them. A character must be trained in the Jewelry profession, roll a Sleight of Hand check and consult this table if a gem is removed.

Gem Un-Socketing
1d20 Results
1 Gem explodes, dealing 2d10 damage
2-5 Gem shatters and is unusable
6-10 Gem is splintered, lowering in rarity one level
11-15 Gem is okay, but socket is destroyed
16+ Gem is removed fine

Creating Magic Gems

Creating these powerful gems is the same as creating a magic item of the same cost. The prices listed in the tables at the end of this description is the cost of the gem, and the cost of the enchantment. If a player wants to naturally create these gems for their own purposes and they did not have to pay for the gem, divide the cost of the listed gems by five. That will provide the enchantment cost required to make them magic. The gems used for these enchantments though are considered "masterwork" quality gems, so your DM may increase the basic cost required to find a "perfect" quality gem that is also open to modification.

Another way to create these gems is to meditate with them, as the Akashic Sensitive Prestige Class does. Through meditation and manipulation on the molecular level, an Akashic Sensitive can unlock the powers of gems over the same amount of time it would take to enchant them.

Specific Gear

Weapons and armor must be of the masterwork quality before it can be socketed. The power of the gem flows through the gear and lesser quality gear will cause them to malfunction. The better the quality of the gear, the more likely numerous sockets can be applied.

Masterwork quality gear can cost 10 times as much as normal gear, but socketed gear can also cost at least that much, if not more. The item has to be prepared to act as a conduit for the power of the gem, therefore requires the services of the creator and an enchanter.

Any more than one gem in proximity to another outside of being socketed can cause Wild Magic effects (ie, two amulets worn at the same time). so caution should be made when possessing two enchanted gems at the same time within close proximity to each other.

Any item that possesses two or more sockets in it and has active gems working in both sockets must be attuned to before the powers of the gems can be used. Additionally, any gem of very rare, legendary or artifact status must be attuned to as well. If two very rare gems are placed in one item, the singular attunement suffices for both gems.

The socket size and cost for items is as follows:

Item Size and Cost
Item Size 1 Socket 2 Sockets 3 Sockets
Tiny (Ring) x10 N/A N/A
Small (Dagger) X10 X20 N/A
Medium (Sword) X10 X20 X25
Large (Armor) X10 X15 X20

Legacy gear

As opposed to finding new gear and replacing the old, this gives players the opportunity to keep their weapons and just have them re-socketed with newer gems that they find in their adventures. That way, the same sword goes through the player's entire lifetime, becoming part of the legacy of the game. The same goes for armor and other items.

Gem details

The following lists of gems were compiled both from the Dungeon Master's Guide, as well as from Crystal and Gem books. The gems and crystals were reviewed and compared in our world to what spells might come out of them in D&D. If you are familiar with a gemstone that you believe should exhibit certain properties, then by all means, allow that gemstone to have that power.

The list shows the name of the gem, the color denotes what color the gem can be and the power shows what tuned gems normally produce when made magical. If you would rather just use this list as a more detailed for specific kinds of gems, please do so. Again, the prices listed include the enchantment plus the rarity, so if you plan on making these just normal gem rewards, reduce the selling price of these to match the normal rarity of the same type of gem.

New Spells (from Akashic Sensitive Prestige class)

Akashic Immunity

1st-level enchantment


  • Casting Time: 1 reaction
  • Range: Self
  • Components: None
  • Duration: Concentration, up to 1 minute

You can create a barrier between you and another player casting spells at you. For every spell slot used in this way, you can re-direct 1d10 points of damage, plus your Intelligence modifier plus your spellcasting level.

If you reduce the damage to 0, you can spend an additional 1 spell slot to redirect the attack back at the attacker. You make this attack with proficiency, regardless of whether you know the spell or not.

At Higher Levels. As noted above, when the spell is cast as a reaction, the player must choose the number of spell slots they wish to dedicate to the spell. For every spell slot above first, increase the damage redirected by 1d10.

Bigby's Clenched Fist

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You create a Large invisible hand of force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause the hand to strike one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 2d8 force damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage done to the target increases by 1d8 for each slot level about 2nd.

Bigby's Forceful Hand

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You create a Large invisible hand of force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand has a Strength of 20 (+5) and doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause the hand to push or pull a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes or pulls the target up to 5 feet plus a number of feet equal to three times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the strength of the hand increases by 2 for each slot level about 2nd.

Bigby's Grasping Hand

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You create a Large invisible hand of force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand has a Strength of 20 (+5) and doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause the hand to grapple a Large or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple.

If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the strength of the hand increases by 2 and the damage done to the target increases by 1d6 for each slot level about 2nd.

Bigby's Interposing Hand

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You create a Large invisible hand of force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand has a Strength of 20 (+5) and doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, the hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score, but that space is difficult terrain for the target. If its Strength score is higher than the hand’s Strength score, the target can move through normally.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the strength of the hand increases by 2 for each slot level about 2nd.

Fist of Unbroken Air

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Immediate

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

Mage Hand (Modified)

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: None
  • Duration: 1 minute

An invisible, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. You can have your proficiency modifier in hands present at any time.

You can use your action to control the hands. You can use the hands to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds per level , per hand. For example, a 3rd level user who casts this spell can create three mage hands that can manipulate up to 10 pounds per hand, or 30 pounds all together.

Minor Gems (250 gp)

Name Color Power
Agate, Blue Lace Blue +1 on Performance checks
Agate, Dendric Colorless, white or gray +1 to madness saves
Agate, Fire Deep brown with flashes of orange, red, green or gold Fire Bolt at will
Agate, Holly Blue Blue-violet +1 ki per day
Agate, Moss Moss-colored green Gust at will
Agate, Purple Sage Pale lavender to purplish black Guidance at will
Agate, Waterdeep Blue Pale sky blue to deep blue-violet Message at will
Albite Colorless, white, brown, reddish or blue +1 on History checks
Apatite Blue, green or gold +1d4 on Healing spells
Aventurine Green, blue or red +1 on Investigation checks
Azurite Deep blue +1 on Insight checks
Blue Quartz Pale blue +1 against Fear and Charm effects
Calcite Blue, colorless, green, orange, pink or red +1 on Intimidation checks
Calcite, Honey Golden-brown +1 on Arcana checks
Calcite, Merkabite White True Strike at will
Calcite, Stellar Beam Amber or yellow +1 on Religion checks
Diaspore Pink, purple, brown, greenish, yellow, white, colorless or gray +1 on Intelligence checks
Eye Agate Gray, white, brown, blue or green Mage Hand at will
Goethite Blackish, yellowish or reddish brown +1 to spell attack modifier
Hematite Gray-black ADV to see through illusions
Hemimorphite Turquoise-blue Friends at will
Heulandite Colorless, pink, red, white, green or yellow +1 level 1 spell slot
Lapis Lazuli Light and dark blue with yellow flecks +1 on Perception checks
Lilac Lepidolite Rich lavender +1 on Medicine checks
Malachite Light or dark green Hidden from Divination magic
Marcasite Brassy yellow to silverish yellow +1 on Death saves
Obsidian, Black Black Resist Psychic damage
Obsidian, Gold Sheen Golden black +1 on Deception checks
Obsidian, Mahogany Jet black or reddish brown Control Flames at will
Obsidian, Peacock Undulating red, gold, green, violet, orange and/or blue Mold Earth at will
Obsidian, Rainbow Iridescent -2 to attack, +5 to damage (melee)
Obsidian, Snowflake Black with light patches +1 on Charisma checks
Pyrite Yellow +1 on Strength checks
Rhodochrosite Light pink ADV on healing with HD
Rhodonite Rose-red ADV on Profession checks
Sodalite Blue or gray +1 on Wisdom checks
Tiger Eye Brown with golden center +1 on Dexterity checks
Topaz Sky blue, golden or white +1 on Persuasion checks
Turquoise Light blue-green +1 HP per level
Common Gems (500 gp)

Name Color Power
Angelite Soft blue Shield prof mod/day
Carnelian Orange to red-brown Charm Person prof mod/day
Chalcedony Blue or purple Identify at will
Chrysoprase Green ADV on Nature checks
Citrine Pale yellow to deep amber Silent Image at will
Clinochlore Green Cure Wounds prof mod/day
Cuprite Brownish or blackish red to pure crimson Detect Poison and Disease at will
Danburite Colorless or white Shield of Faith prof mod/day
Dioptase Emerald to deep bluish green Compelled Duel prof mod/day
Dolomite White, gray, green, brown or pink +2 to Concentration checks
Elestial Quartz Smoky or colorless ADV on History checks
Epidote Black, dark or yellow green Detect Evil/Good at will
Fluorite Colorless, green, purple, white, yellow, red, pink or black Akashic Immunity* at will
Galena Lead-colored +1 to all skill checks
Goshenite Colorless Wrathful Smite at will
Halite Colorless, white, purple, blue, yellow, red black or pink +1 Ki
Heliodor Golden yellow +1 to Wisdom
Iolite Violet +1d6 to healing spells
Jasper, Red Red +1 to Constitution
Jasper, Rainforest Green ADV on Survival checks
Jasper, Mook Purple and yellow Feather Fall at will
Jasper, Fancy Multi-colored ADV on Medicine checks
Jasper, Picture Gray and brown ADV on Arcana checks
Jasper, Unakite Pink and green Healing Word per short rest
Lazulite Rich azure to pale blue +1 to Intelligence
Moonstone White with pale blue glow, gray or peach ADV on Insight checks
Moonstone, Rainbow Prismatic +1 to AC
Onyx Bands of pure black and white +1 to Strength
Petalite White, colorless, gray, pinkish or yellow Chromatic Orb prof mod/day
Quartz White, smoky gray or yellow Store a 1st lvl spell to be cast per short rest
Sardonyx Bands of red and white Gain proficiency in one skill
Selenite Colorless, gray, white, green or golden brown Thunderwave per short rest
Serpentine Pale yellow-green to deep forest green Crown of Madness per short rest
Shattuckite Light to deep blue +2 on CHA skill checks
Smithsonite Blue, pink, purple, green, yellow, white, gray or brown Immune to being charmed
Smoky Quartz Very pale tan to deep chocolate brown Resistance to Necrotic damage
Star rose quartz Rosy stone with white star-shaped center Gain proficiency in one trade
Stilbite White, pinkish, gray, yellowish, reddish, orange or brown ADV on Stealth checks
Sunstone Orange to red-brown Searing Smite at will
Zircon Pale blue-green Thunderous Smite at will
Zoisite Shades of green, gray, white, greenish brown, colorless, blue, purple, yellow or pink Heroism per short rest
Uncommon Gems (2,500 gp)

Name Color Power
Adamite Bright yellow-green CHA becomes 19
Amethyst Deep purple +1 to AC and saves
Ametrine Yellow and gold ADV on Initiative and Perception rolls
Andalusite Brown and black Remove one Exhaustion level per long rest
Angel Wing Blue Anhydrite Soft blue +1d8 to healing spells
Aragonite Soft blue Immune to Mind Reading
Aragonite Star Clusters Red ADV on Concentration checks
Astrophyllite Coppery bronze to golden yellow Astral Projection on self per long rest
Axinite Brown CON becomes 19
Barite Clear, white, light blue, green, yellow or red-brown +1 to attack, returns if thrown
Bloodstone Dark green with red spots Removes one condition per long rest
Brookite Darg grey or black Comprehend Languages at will
Cathedral Quartz Colorless or white Detect Magic per short rest
Cerussite Clear, gray or brown with an adamantine luster Resist poison and disease
Chrysoberyl Green or golden Can't be surprised
Chrysocolla Green, blue, or blue-green Make no sound, ADV on surprise
Datolite Colorless, white, pale yellow or pale green INT becomes 19
Garnet, Almandine Orange-red to purplish red STR becomes 19
Garnet, Grossular Light green +10% coins
Garnet, Rhodolite Rose red to pale violet Charm Person at will
Garnet, Spessartine Yellowish Orange Disguise Self at will
Garnet, Uvarovite Deep green +10% Experience
Healer's Gold Black and gold Auto stable when dying, double HD healing
Infinite Green or gray-green Blindsight 30'
Jade Black, blue, green, lavender, purple or red +1 STR, no exhaustion from death
Jet Deep black +1 to AC and saves
Kyanite Blue, indigo, green or black Detect Thoughts at will
Labradorite Flashes of green, blue, gold, orange, red or violet +2 Ki
Lepidolite Pink, purplish or lavender Suggestion, prof mod/day
Magnetite Gray metallic Cast Levitate at will
Morganite Pink, peach or purple Cast Lesser Restoration prof mod/day
Muscovite White, gray or colorless Enhance Ability prof mod/day
Natrolite Colorless, white, yellowish or gray Calm Emotions at will
Pearl Lustrous white, yellow or pink +1 to attack and damage
Prehnite Yellow-green See Invisibility at will
Pyromorphite Pea-green Eat, drink and sleep half as much
Scapolite White, gray, light green, blue, yellowish or reddish +1 to all ability checks
Spinel Red, red-brown or deep green Max HD when healing
Staurolite Reddish brown, dark brown or brownish-black Locate Animals or Plants at will
Strontianite White, yellow, green, gray, brown, red or colorless +10 to speed
Tourmaline Black, brown, green, pink or red Heat Metal at will
Tourmaline, Watermelon Pink center with green around outside Prayer of Healing per short rest
Rare Gems (5,000 gp)

Name Color Power
Aegirine Black, greenish or brownish black +2 Ki, +1 AC
Ajoite Blue or blue-green Immune to Fear, +1d8 to healing spells
Alexandrite Green or blue-green WIS becomes 19
Amblygonite Pale yellow Immune to Madness
Apophyllite Green or colorless Speak with Plants at will, Plant Growth per short rest
Aqua Lemuria Blue-green Blur at will till hit
Aquamarine Pale blue-green Resist Fire, Tongues as will
Black pearl Pure black + 1d6 necrotic damage on hit
Blizzard Stone Black with flecks of white +2 to attack, returns if thrown
Blue spinel Deep blue Store up to 5 levels in spells
Bustamite Light to brownish red CHA becomes 19, ADV on Persuasion checks
Cavansite Blue to bluish-green +3 Ki
Celestial Quartz White or red INT becomes 19, ADV on History checks
Celestite Colorless, blue, or green Legandary save per short rest
Charoite Pale lilac to deep purple +1 AC, +1d8 to healing spells
Chlorite Phantom Green Aura of Vitality per short rest
Crocoite Red or red-orange CON +2, ADV against and resist poison
Diopside White to light green Slow per short rest
Dream Quartz Green to bluish green Astral Projection self/long rest, Major Image/short rest
Eudialyte Pink, red or reddish brown Mass Healing Word per short rest
Fulgurite Tan Lightning Bolt per short rest
Gel Lithium Silica Very dark to pale magenta Beacon of Hope per short rest
Golden Labradorite Golden yellow Fireball per short rest
Hanksite Colorless, gray or pale yellow INT becomes 19, ADV against Illusions
Kunzite Pink to violet Protection from Energy per short rest
Larimar Blue, blue-green and white Command at will, Cone of Fear per short rest
Magnesite White Clairvoyance per short rest
Ocean Jasper White, green, pink, red and black Fly at will
Peridot Rich olive green ADV on skill check per short rest, +10% coins
Pietersite Shades of gold, brown, gray and black ADV on Insight checks, cannot be surprised
Proustite Deep scarlet red Invisible in dim light or darkness
Purpurite Vivid purple Lesser Restoration per short rest, ADV on Insight checks
Rhodizite Colorless, white or yello Double range, damage or duration of another gem/long rest
Rose Quartz Very pale pink to deep reddish pink Knock at will
Rutilated Quartz Gold, silver or copper colored Store up to 3 levels in spells, ADV on spells against you
Rutile Golden yellow, reddish brown, red of black +2 Ki, +2 to attack and damage
Scolecite Clear, white or yellowish, with silky luster Do not need to eat or drink
Sphene Light brown to golden yellow INT +2, learn new skills and professions twice as fast
Stibnite Metallic gray to black Speak with Dead at will, Vampiric Touch per short rest
Tangerine Quartz Orange +2d6 damage to one creature type
Thulite Pale to deep reddish pink CHA +2, ADV on CHA checks
Tourmalined Quartz Clear with black through it Remove any ailment or heal to full HP on self per long rest
Tremolite White, gray, pink, green or brown Truesight to 30'
Very Rare Gems (25,000 gp)

Name Color Power
Adularia Clear, with a blue-white flash Telekinesis at will
Benitoite light to dark blue Arcane Eye at will
Beryllonite Colorless, white or pale yellow +3 to attack/damage, Darkness/short rest
Cacoxenite Gold, yellow or brown Regenerate 1d6 HP / 10 min
Calim Gold Tektite Glassy yellow WIS +2, ADV on WIS checks
Cassiterite Metallic reddish brown to brownish black +2 to attack/damage, DC 15 DEX save or crit
Chultite Yellow to yellow-green Phantasmal Killer per short rest
Cinnabar Vermillion red Instills training and expertise in Alchemy
Covellite Deep blue to black Death Ward per short rest
Creedite White, colorless and orange +4 Ki
Emerald Deep bright green +1d8 to healing spells, Calm Emotions at will, Revivify/short rest
Euclase Colorless, blue, pale blue and blue-green STR of 23
Faden Quartz Clear with a smoky line down the center +1d8 to healing spells, store 10 levels of healing spells
Fairy Wand Quartz Milky Heal with max HD; short rest = 30 minutes
Herderite Clear, pale yellow, green, brown and gray INT +2, ADV on INT checks
Hiddenite Yellow-green or emerald green CHA +2, ADV on CHA checks
Lepidocrocite Reddish brown to deep red +2 AC, Immune to Disease
Nuummite Charcoal gray or black with iridescence ADV with spells and enemy has DIS against your spells
Opal, Black Black with iridescence Reaction: cancel <4th level spells up to 20 levels/long rest
Opal, Common White, pink, blue or brown and black +1 to AC, resist one element
Opal, Dale Clear with bluish tinge Hallucinatory Terrain at will
Opal, Fire Vivid orange Compulsion per short rest
Opal, Reghed Blue Rich blue Akashic Immunity at will, Immune to Fear, Bigby's Hand at will
Opal, White White with iridescence Reckless Attack at will
Phenacite Prismatic Scrying at will
Sapphire, Blue Blue, pink, white, or yellow +2 to attack/damage, bonus attack with main hand
Sapphire, Orange Orange +3 to attack/damage, returns when thrown
Sapphire, Star Blue sapphire with white star-shaped center DEX +2, ADV on Initiative
Sichuan Quartz White or black ADV on Initiative, Can't be surprised, See Invisible
Sphalerite Red, black, brown, yellow, white or colorless STR +2, CON +2
Spider Jasper Black with red-orange swirling Resist one element, weapon +1d6 damage of that element
Stichtite Pinkish purple Max object damage, +2 attack/damage, +2d6 damage on crit
Strombolite Grayish to deep purple Charm Person at will, target has DIS on charm save
Sugilite Pale lilac to deep purple Dream at will
Tiger Iron Gold, red and silver-gray STR 19, CON 19, Immune to Fear
Tugtupite Rich pink Summon Fire Elemental per long rest
Ulexite White or colorlesss Rary's Telepathic Bond at will
Vanadinite Red, orange, brown or yellow ADV on concentration checks/Immune to Charm/Fear
Variscite Varying shades of green While meditating, heal 2x HD. Commune with Nature at will
Vaasan Red Quartz Deep orange-red CHA +2, ADV on death saves
Legendary Gems (250,000 gp)

Name Color Power
Amegreen Purple, green or white Telepathy at will
Angel Aura Quartz Iridescent and silver +5 Ki
Angel Phantom Quartz White, yellow and red-orange +1 to Proficiency Mod
Aqua Aura Quartz Blue with flashes of iridescence Immune to Psychic, +3 attack/damage
Azeztulite Colorless or white Truesight 120'
Bixbite Raspberry red No max on CON, CON +2
Black Phantom Quartz Prismatic black Greater Invisibility per short rest
Black sapphire Lustrous black with glowing highlights +3 to attack/damage, can transfer plusses to AC
Celestite, Shaar Gray, whitish or blue-gray When taking 20, take 25
Chrysanthemum Stone Black and white +10% XP and coins
Diamond Blue-white, canary, pink, brown or blue No max on INT, INT +2
Gem Silica Blue green to deep turquoise Telepathy and Clairvoyance/short rest
Herkimer Quartz 'Diamond' Smoky or colorless Programmed Illusion and Heal/long rest
Iolite-Sunstone Sparkling orange to red-brown No max on WIS, WIS +2
Jacinth Fiery orange Any Bigby spell at will
Lemurian Jade Grayish green or black Bones of the Earth at will
Lemurian Seed Crystals Colorless Succeed on any one abiilty/skill check per short rest
Lithium Quartz Prismatic, lavender or pinkish gray Double and max HD when healing
Maztican Tears Black-brown +3 to AC and saves
Moldavite Deep forest to pale green +1 to EVERY ROLL and AC
Mystranite Black and white +2 to attack, recast spell cast at you if save
Nebula Stone Black with green spots ADV on initiative, no surprise, +2 attack/damage
Papagoite Copper-base with rich blue Investiture of Wind at will
Pink Lazurine Rich pink to lavender purple No max on CHA, CHA +2
Prasiolite leek-green Find the Path at will
Prophecy Stone Brown or black Foresight per long rest
Reghed Blue Quartz Blue Mind Blank at will
Ruby Clear red to deep crimson STR of 27, Immune to Fear/Charm
Satyaloka Quartz White, with iclusions of reddish brown and gray Antipathy/Sympathy per long rest
Seraphinite Deep green, laced with silver Regenerate per long rest
Seriphos Green Quartz Lettuce green to deep spinach green Etherealness per long rest
Spirit Quartz Purple +2 AC, ADV on all saves
Star Ruby Purplish red Ki-Infused; each Ki used, +1 to attack/damage
Tathite Dark green +3 to attack/damage, nat 20 cut limb or 6d8 bonus damage
Titanium Quartz Iridescent Regenerate 15 HP per hour, CON +2
Shouan Black Quartz Clear with black inclusions Short rest = 15 minutes
Shiva Lingam Gray or tan with red stripes Resurrection per long rest
Vivianite Colorless, blue-green or deep blue +5 spell slots/levels
White Phantom Quartz Various, with ghost image of quartz inside Legend Lore at will
Willemite Orangish red Astral Projection at will
Wulfenite Orange or yellow Primordial Ward per short rest
Zincite Red to orange-yellow Project Image per short rest
Artifact Gems

Name Color Power
Blackstone Deep black Sentient evil stone, devourer's target's soul on death blow, regain half HP from each attack
Moonblood White and red Sentient good stone, +3 to all rolls, refer to Wild Magic table when casting spells
Waverock Pale blue Sentient chaotic stone, +3 to attack/damage, bonus 6d8 on crit, Command at will
Whelmstone Gray Sentient neutral stone, +3 to attack/damage, returns when thrown, Shockwave at will
Dwarven Tears Gray-black +3 to attack/damage, Immune to Poison/Bludgeon damage, DV to 60', ADV with secret doors
Miscellaneous Items (1,000 gp)

Name Color Power
Amber Watery gold to rich gold ADV with Air spells
Coral Crimson ADV with Water spells
Flint Black, brown or tan ADV with Fire spells
Gaia Stone Greenish glassy ADV with Earth spells
Metals, Copper Copper ADV with Necromancy spells
Metals, Electrum Dark Silver ADV with Conjuration spells
Metals, Gold Gold ADV with Transmutation spells
Metals, Niobium Eridescent ADV with Divination spells
Metals, Platinum Platinum ADV with Evocation spells
Metals, Silver Silver ADV with Illusion spells
Metals, Titanium Titanium ADV with Abjuration spells
Meteorite Brown or black ADV with Defensive spells
Petrified Wood Brown or gray ADV with Nature spells
Shaman Stone Medium brown ADV with Healing spells
Tektite Black or brown-black ADV with Offensive spells

Other creations

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Credits

Made with the Homebrewery, NaturalCrit.com

The Book of Stones; Who they are & what they teach by Robert Simmons & Naisha Ahsian

DM Bahamut (Anthony L)