A Note for the DM:

This isn't a new idea. I'll not even attempt to suggest it is clever, or even mine, books, & popular video games like Baldur's Gate; Dark Souls, Diablo, Dungeons of Dredmor, Elder Scrolls, Witcher, Risen, and the like all have featured equipment that can be upgraded by using glyphs, runes, special metals or gemstones being placed within 'slots' or 'sockets'-- some sort of limited use embedded containers that are filled with these upgrades. The idea in this is merely to provide a (hopefully) simplified game mechanic to enhance and expand the opportunties for adventuring, without just making 'another powerup' and (again hopefully) do so in way that is well balanced and even frugal. I'm aware of a number of DMs have created systems - I hope - I've included the best of their efforts and built upon such, but I'd love to streamline this further with playtesting. Please feel free to drop a note, leave a comment, etc.

But for now let's begin.

It all started with ....

The Ioun Stones. Ioun Stones are naturally occurring, just not on the Prime Material plane. Sages have found a number of accounts that suggest that within the complex cosmology of the inner planes there exist planes for each of the various Elemental powers, for Possitive and Negative forces and that just as the Prime Material touches these planes, so too do these planes, abut each other and may even overlap their fringe edges. These boundaries are areas into which the aspects and powers of two or more planar forces mix in a crucible of cosmic power with ebs and flows of each constituant plane's raw power. These regions are not in themselves planes, but rather Quasi-planes.

Between the Possitive material, elemental plane of Earth, and either just the Feywild or Fire, or perhaps both of those, there exists the Quasi-Plane of Minerals. This realm is a vast expanse of rare crystals and rich metal-bearing ore.

It is on this Quasi-Plane of Minerals, amid the tidal waves of Earth and Absolute Possitive power, that Ioun Stones are formed. Perfect sustainable, battery of Eldritch power.

...and that is where the story starts.

When the scholar, sages, and esteemed heads of the various schools of Wizards and Artificers became aware of the power and nature of the Ioun Stones. There was a sort of virtual gold rush. Adventuring parties would travel to the Quasi-place of Minerals. Which shortly lead to a rather significant number of deaths. It seems the jouneying to the Quasi-Plane of Minerals to engage in raids for such, though profitable for those that returned, was ultimately unsustainable.

There were a number of problems they ran into with these stones; the obvious one wasn't going to change was their scarcity on the Prime Material plane. The next was in their inheriant limitation of three. No more than three stones could be used at one time. This, as it turned out was overcome easily enough by by binding the stones into a single device which allowed for up to three stones to be attuned through a single attunement slot by characters.

These new devices could allow the the user to afix several Ioun stones onto themselves, incorporating the stone's powers, and even allow for the modification of those powers through the removal and replacement with new or more suitable abilities. One problem solved. The big problem remained. It was extremely dangerous to harvest the stones from the Quasi-Plane of minerals.

The question was . . . could they manufacture the stones, through attempting to transcribe the power of the Ioun Stone into a spell formulae, or schema, onto a stone from the prime material plane.

Eventually a way was found, and while more expensive in time and components, they did not carry a price in blood.

Adventure Hook Idea:

It is to there that the adventurous traveler will need to go to discover the secrets of ioun stones.

Little is known concerning the quasielemental plane of Mineral, but some important basic information does exist.

First, any traveler must be well prepared to face the rigors of this plane. This includes readying the correct equipment, appropriate spells, and those magical items that are absolutely necessary to allow breathing, vision and movement through the realm of Mineral (see AD&D's the Manual of the Planes, pages 42-43 for details on traveling through the plane of Earth).

Second, crystals found throughout the Mineral plane are sharper than steel blades, causing damage to most nonnative creatures moving through these keenedged clusters. It is the extreme hardness these crystals possess that gives credence to the theory that ioun stones are created within this realm. All ioun stones are extremely tough.

Third, the closer an adventurer gets to the Mineral plane's Positive Material boundary, the more fragile the crystals become and the more these crystals glow with energy, giving off an inner light. Here, in this dangerous border zone, a prospector has the greatest success locating the nodes that may contain a cluster of ioun stones. These nodes are large, some of them 5 feet across. They are huge, unidentifiable, malformed crystals of little value. Nestled within each of these nodes can be found 1d10 ioun stones, caught in a crystalline web. Each stone in a given node has a different power rolled separately on the Ioun Stone tables.

(any duplicates are gray, spent and lifeless.)

Ioun Stones

Making Magic

What follws are some guiadances on how the game mechanics work, how to balance the introduction of this 'technology' within an existing campaign, and some ideas for related adventures and flavor text descriptors to make the elements more relatable useing tropes and terminology which will will hopefully make introducing this supplement not require a lot of meta rules conversation while in session, and open up a variety of side quest options for your campaign with a reward that I believe your players will really enjoy. There are two main elements in the current Modularized Magical Accessory (and as tempted as I am, they will not be referred to as MMA) which are...

Powerstones

These are the source of the magical powers being accessed or granted. In litterature, anime, movies, cartoons, tv, and manga/comics they have a number of specific manifestations: Soul Gems, Power Gems, Runestones, Charms, or the like. Powerstones is the archetype into which these specifics instances are gathered.

To provide a specific example of how to implement Powerstones into your game I will be breaking Powerstones into two separate ingrediants which need to be brought togther to make our fake Ioun Stones. Those items are Runes and Gemstones, which I will be calling Runic Gemstones

(clever, I know).

Acessories

These are the foundational structural element of the final magical item. Its into (or upon) the accessory that the Powerstone(s) is(are) invested. The accessory aggregates the Powerstone's specific features allowing its user to be able to access powers in those stones without having to attune them separately (in the case of Ioun Stones) or provides the a focus through which the stone's can be manifested. I will be referring to the concept of these as Accessories, though in examples Specific instances have specific names and often direct foundational element, or Accessory is the physical object: A weapon, Armor, Wand, Staff, Ring, or even a Duck Carving into which the ability to bind the features of the Powerstones.

Powerstones

There are a lot of examples in fantasy and sci-fiction of this idea. Some interations of these are provided on the right.

Powerstones can be catagorized by power, scarcity, or size, but they are magical items; and to craft them follow the crafting rules in the DMG (p.128).

Basic abilies are of Uncommon rarity as denoted in the Dungeon Master's Guide and are considered small or minor in power.


Moderate abilies are of Rare rarity as denoted in the and are considered medium or moderate in power.


Major abilies are of Very Rare rarity and are considered Large or hold major powers.

Adventure Hook Idea

The Artificers and Wizards conclaves have been competing over methods to make Powerstones more powerful than their rivals. Rumor has it that Warlocks have found a way to bypass the theorized limits of Powerstones. The characters have been hired to break into the warlock's labratory and bring it to the Artificer's development team.

NEW POWERSTONE TYPE

Superior abilies are of Legendary rarity and are considered Large or hold superior powers.


POWERSTONES

Here are some examples of various examples from fiction:

Glyphs/Runes: Glyphs are marks of power that are drawn upon an object often permanently marking it with such.

In this instance the glyph's size & complexity scales with the power the Glyph allows and the addition of the power occurs while the object is made into an accessory.

Soulstones: A magical stone which captures the spirit of the creature when defeated. The nature of the soul determines the nature of and amount of power the stone provides.

In this instance the CR will determine the powerlevel, and the creature's living abilities should reflect the power granted.

Gemstone: Gemstones are commonly used. The nature of the gemstone (often its color) and it value determine its ability and amount of power it contains. This will be covered more in the Runic Gemstone implementation example.

Charms: is a variant of the prior. Gems are replaced with tokens or objects; Special Herbs; Fangs, Teeth or like of a specific creatures; Certain Foods or Minerals (which can include gems).

MAKING MAGIC | Powerstones

Making Magic

(part 2)

the Accessories

Through trial and error the Artificers have found a way to overlay a magical laticework web of potentiation onto an existing exist object which grants the utility of being able to hold the Powerstones. To have a chance for this to work Accessories that are not already magical must be of masterwork (See Note) or better quality rating, and be in nearly pristine condition. Items that are already Magical are already considered to equal to of masterwork quality.

The strength of the Accessories' laticework web determines how many and how strong of Powerstones the accessory can make use.

A skilled craftspersons who casts, or had assistants cast Magic Stone, and either Magic Weapon, Spiritual Weapon, or Elemental Weapon daily while the item is being crafted/modified is also needed.

This time it takes to craft this takes an amount of time which varies based off the complexity of the creation process and the amount of power the accessory is to provide. With each level of power the accessory's cost increases ten fold.

For the purposes of determining the time it is relevent to state that the process to craft an Accessory uses the mundane crafting rules (5 + any proficiency bonus gp value per day) of progression each day until the items complete cost has been accomplished (Player's Handbook 5e pg 68). If the crafter cannot cast the required spells they will need to employ a caster (usually 2gp per day) to cast the required spells.

While a finished accessory does radiate a slight Enchantment and Abjuration aura under a detect magic -- which seems to concentrate mostlly on the attachment points of the accessory -- even when no Powerstones are inplace, the item is not considered magical with regards to overcoming damage immunities or resistances.

Upon completion the item is now an Accessory, and ready to accept powerstones to augment its functionality. Each category of more powerful potential also translates into the ability to choose a number of lesser powers instead of its ultimate capacity of Powerstone.

An Accessory with a basic enhancement is only able to hold a basic level powerstone, while an accessory with a Major enhancement may hold either: 3 Basic Powerstones; or 1 Basic with a Moderate; or 2 Moderate; or 1 Major Powerstone.


Accessory Creation Process


Determine what potential the Accessory is to have:


Basic: allows for only one of the most basic Powerstones -- such as an uncommon rarity Ioun Stones as notated in Dungeon Master's Guide to be used within the accessory.

This item effectively costs ten times the base amount.


Moderate: this allows for one of the most basic Powerstones, of the rare rarity, or two basic Powerstones. Add twenty times the base Value to the cost.


Major: this allows for the use of Very Rare Powerstones, of up to the very rare rarity. Add thirty times the base value to the cost.


Superior: this allows for a powerstone of legendary power. Add fourty times the base value to the cost.


Create the item:

(Object Base cost x Accessory Cost Mod)gp / 5 + (any proficiency modifier)gp = Number of Days to create.¹


Upgrading an Existing Item

The item must be masterwork or magical in its quality.

To determine the cost and time take the base value of its mundane archetype and determine the crafting cost and time from there.¹





Foot Notes:


¹ Each day of work must include at least one caster that can cast: Magic Stone, and either Magic Weapon, Spiritual Weapon, or Elemental Weapon

MAKING MAGIC | Accessory

Accessories by Type

Type Powerstone Capacity Cost
Basic 1 Basic (Small) x10
Moderate 2 Basic (Small); or
1 Moderate (Medium)
x20
Major 3 Basic (Small);
1 Basic (Small) with 1 Moderate (Medium);
2 Moderate (Medium); or
1 Major (Large)
x30
Superior 4 Basic (Small);
2 Basic (Small) along with 1 Moderate (Medium);
2 Moderate (Medium); or
up to 1 Superior (Large)
x40


The example that follows is provided so that you can see how the cost system prevents abuse from multiple stacking of slots into an Accessory while the making of an accessory is completely viable within a simple campaign.

Accessories should be availible, but their costs and development time for attempting to upgrade them should limit all but the most long lived of races.

Das Über Sword

.

Krusk wants a new longsword, which has a base cost of 15gp for an average mundane longsword. After finding a few powerstones, he wants to be able to use them. A standard longsword will not work (as the battleaxe needs to be either magical, or a masterwork weapon).

♦ Masterwork Longsword (30gp)

♦ Magical (Uncommon) Longsword (101-500gp)


He wants to add a Superior enchantment added to the longsword to make an accessory. Which means 40x that Base cost, so with the enchantment:

♦ Masterwork Longsword (1,200gp) about 48 days of work

♦ Magical Longsword (4,000-8,000gp)- roughly 320 days


This allows him a number of options, but... he wants more. So he goes back to the Warsmith, Artificer to add another Superior enchantment added to his Accessory Longsword:

♦ Masterwork Longsword (base value now of 1,200gp)

♦ Magical Longsword (base value now of 8,000gp)


Which makes the Accessory FAR more expensive.

♦ Masterwork Longsword (48,000gp) ~ 1,920 days work

♦ Magical Longsword (320,000gp) ~35 years of work


In the above example should he progress, another Superior Enchantment would cost in excess of 12 million gold, and take approximately 1400 years to construct.


Example

Superior Configuration Possibilities

MAKING MAGIC | Accessory

The Mechanics of use...

Attachment

Inserting the Powerstone is extremely simple, done as an full action. However the new powerstone's abilities are not availible for use until the creature attuned to the time finishes what is effectively re-attuning to the device. Traditionally this is a short rest, but if an existing magical item has been modified with Slots/Sockets that requires a special action (bathe in blood, do a good dead in secret, etc.) in such cases the DM will need to decide if the attunement action/ritual must occur again. Regardless if it is merely a short rest or an elaborate ritual any powers or abilites the item held when it was originally attunded (and its Powerstone remain inplace within the item) are usable. At the end of the a short rest the new power is usable within the Accessory's attunement.

Removal/Deconstruction

Perhaps the most impressive power of the design is that its user can modify the object's configuration by removing powerstones whose abilities are no longer needed or wanted, or those powerstones that have been damaged, rendered non-functional, or perhaps even corrupted.

When a creature wishes to empy an the item's upgrade slot they must make two ability checks (One Skill based, and one toolkit based). Removing the Powerstone can be done with a sharp blade... could be, but should not (Disadvantage). It is far more preferrable to use a set of Jeweler's Tools to attempt to empty the slot and recover the Powerstone or Ioun Stone.

To remove a Stone. The creature makes an Intelligence (Arcana) ability check and a Dexterity Ability Check (to which they can add any Jeweler's Tools proficiency modifiers.

Both checks are rolled at the same time and both successes are needed in order to accomplish the stone's removal. On failures the difference between each rolls and the target DC are combined and compared against Powerstone Removal Table 2

Upon successful removal of the last Powerstone from the item, if the item by itself does not require attunement - the item becomes unattunded and cannot be attuned again until at least one slot has been filled by a Rune/Ioun Stone.

If a creature is attuned to the Accessory, they may attempt to rapidly remove the Powerstone. For the attuned it can be attempted in 1 minute, otherwise it takes a short rest.

NOTE: If you are using Glyphs/Runes as your Powerstone then your DM and you will need to discuss if removal is an option, and under what circumstances it can occur. Maybe a magical weapon can commanded 'erase' the Glyph/Rune, freeing up that slow and thus allowing an new Powerstone to be added. Maybe not. It's better to know before you assume.

Variant: Ioun Stone

Ioun Stones can be added or removed without risk of failure or powersurge, as an action.


Removal Tables

Tables for game mechanics elements

DC Values Table 1

Gem Type Difficulty (DC)
Minor/Small 26
Moderate 22
Major/Large 18
Superior 14

Removal Checks Table 2

Check Result
10+ Success, and Instant Attunement
0 Success! Powerstone is safely removed
-1 Powerstone damaged¹
-2 Slot/Socket damaged²
-4 Powerstone cracked³
-5 Disaster! Powerstone shatters⁴
-10 or less Powerstone corrupted⁵

Variant: POWERSURGE!
The Risk

Changing the configuration forces the enchantment to rapidly adjust to the new configuration, and that's not always safe. With a drop then spike of power as the working pattern collapses and then must reform, it is during such moments that it is possible you'll generate a surge.

Upon changing the setup, the DM may wish to roll 1d20 for each Powerstone in the new configuration. For each roll of a natural "1" on a test die that Powerstone becomes 'burnt out' turning gray and losing its magical abilites.

The Reward

On a roll of Natural "20" this combination of stones generates an additional power!

Roll for a Quirk

Foot Notes

¹ The Powerstone loses ½ its base value, next time its damage and when it becomes valueless the Powerstone breaks.

² The Socket is damaged and cannot be used until repaired (Repair costs ⅒ the value if done by an NPC, and takes time enough to be ⅒ value in time)

³ Remains seated if another attempt is made the Powerstone breaks.

⁴ 1d10 force damage to all within 10ft radius

⁵ See inveted Powerstones

MAKING MAGIC | Mechanics

and now, what you've been wanting....

POWERS

Quirks

"WHAT!?! You barely mention this at all!" is what I imagine some of you are thinking, and for some perhaps even saying, which makes you look foolish. So don't. Quirks, as the DMG has pointed out are the mechanically not important powers of magical items. I'll leave it to the DM to decide if a quirk occurs

Title What it Does %
Aaqa forged When dropped or thrown, the accessory floats to the ground to settle without damage (DMG, page 53.) 2
Abominable The wielder's shadow resembles a huge monstrous creature while the accessory is worn. 4
Alchemist property Will erupt in a strange display of colour and sounds in d12 days 8
Angelic core Allows the holder to understand, but not speak, Celestial (MM, page 15.) 9
Animal Call Each time you activate an accessory’s powers, or while you wear it or hold it in hand (in the case of weapons, staves and the like), all non-magical animals of a specific type begin to call out, howling, barking, croaking or crowing as appropriate. 10
Anxious The accessory causes the wielders heart to beat exceptionally fast. 12
Armour plated Covered in plates of reinforced iron plates 13
Artifact of the duck cult Ducks will seek out and follow the owner 15
Atlantean Small bubbles often form and drift up from the object 16
Banshee cursed Emits an ear-splitting scream once a day at sunset (MM, page 23.) 18
Barbaric. Whenever the accessory is used, the wielder gets an uncontrollable urge to yarp. 19
Bardic Scribbled notes and lyrics and music appear on its surfaces (could be a raunchy ballad, could be an epic sonata) 21
Beautification enchantment The holder appears to have lavish amounts of make-up applied to their face with significantly too much rouge 22
Blissful While in possession of the accessory, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the accessory's presence. 24
Blunted An accessory with this quirk is filled, for whatever reason, with a reluctance to harm those of a particular race, particular gender or members of a particular group and will not harm them if it can help it. A weapon with this quirk suffers disadvantage penalty to damage rolls against members of that particular gender, race or group. This quirk is usually encountered with a powerstone that raises the damage bonus against another group of the same comparative rarity, by a bonus to attack rolls, or by any other major positive quirk which the Games Master decides is appropriate. 25
Burning hands Any creature that makes direct contact with the object is set on fire after a minute 26
Buttons Loosen When you use the accessory, first activate or don it, or when you draw the accessory from its sheath (in the case of weapons), any buttons and clasps loosen. This can prove to be a bit of an embarrassing annoyance. 28
Cannibalistic During every meal the accessory whispers about the delights of eating meat of its owner's type, this happends with Soulstones of Fiends more commonly. 30
Changling The bearers skin turns a light gray or midnight blue hue when the accessory is worn or used. 31
Charming The accessory spontaneously causes creatures around the bearer to smile but otherwise does not affect their attitude. 32
Church property A faint radiant energy is present around the accessory at all times. Passive perception DC 12 of a specific follower of the god or its pantheon will detect the accessory's connection. 34
Citadel of Ten Thousand Pearls forged As an action, the object may be merged with water where it is indistinguishable from the water until it is removed as a bonus action (DMG, page 56.) 36
City of Brass forged Warm to the touch (DMG, page 55.) 38

POWERS | Quirks i

POWERS

Quirks (continued)

Title What it Does %
Clumsy An accessory with this quirk is afflicted, for whatever reason, with an innate clumsiness when wielded against members of a particular race, a particular gender or a particular group. When a weapon has this quirk, it subtracts either a –1 or –2 as a penalty to attack rolls against the members of that gender, race or group. This quirk is usually encountered with powerstones which increase your attack bonus against another group of the same comparative rarity, by a bonus to damage rolls, or by any other major positive quirk which the Games Master decides is appropriate. 40
Destructive A weapon with the destructive special ability is especially good at sundering weapons and overcoming hardness. Granting advantage on strikes and improved critical 18-20 when sundering, or when attacking an object. This confers no special ability to damage non-living creatures (such as constructs). Only melee weapons can possess this special ability. 41
Disfiguring While the accessory’s powers are active, or while your wear it or hold it in hand (in the case of weapons, staves and the like) and for a full day after, your body becomes covered with a thick smattering of warts, scales, freckles, pimples or some other skin disfigurement. You suffer a –2 penalty to Charisma and disadvantage on all Charisma based social reaction checks. The disfigurement cannot be healed by magic. 42
Eager A magical accessory with this quirk is always eager to use its powers. While the accessory’s powers are active, or while your wear it or hold it in hand (in the case of weapons, staves and the like), you enjoy a +1 enhancement bonus to Initiative checks. 44
Eternal The magic of an accessory with this quirk is intrinsically linked to reality and cannot easily be destroyed. It gains advantage on rolls to resist disjunction and spells and spell-like effects which could conceivably destroy it. Magical accessorys of draconic origin often have this quirk, as the innate magic of that long lived species often infuses accessorys they create. 46
Everclean The accessory resists grime of all sorts, including blood. It need never be cleaned, as dirt and muck simply slides off it like water off oilskin. 48
Extremities Swell When you first activate the accessory’s powers, your hands and feet swell. This has no effect on your Dexterity but it does leave you feeling somewhat clumsy. 50
Faceless While the accessory’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like) and for five rounds after, your facial features are erased and you are left with a smooth orb where a face should be. This can be extraordinarily disconcerting for those around you and carries with it an associated drawback, in the form of a –10 penalty to all Charisma based skill checks. This quirk cannot be attached to magic accessories which alter your appearance, or which render you invisible. 52
Fickle A magic accessory with this quirk does not abide the touch of a particular owner for long and will always seek to leave its owner in pursuit of another, more desirable one. It imposes a disadvantage against attempts to resist Disarm checks and grants advantage to any Sleight of Hand checks made to steal the accessory from the current owner. 53
Frost/Flame While the accessory’s powers are active, or while its worn, wielder or held (in the case of weapons, staves and the like), both the accessory and your body become coated with fingers of spectral frost or flame. These flames have no mechanical effect but do look impressive. 54
Hair Growth This quirk can only be applied to continuous-use objects, such as magical armour. Each hour you wear or use the accessory, your hair grows ⅛th of an inch. When the accessory is removed, your hair shrinks back to normal, at the rate of one inch per hour. 55
Hair Loss Whenever you use the accessory, all of your hair falls out. While it will grow back at its natural rate, the regrowth cannot be aided through the use of magic. 56
Hatred While the accessory’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), you are filled with a palpable anger. You suffer disadvantage penalty to all NPC skill checks made against members of the race (species), gender or group which the accessory hates. Insight checks against you will denote anger unless actively Deception/Performance is engaged. 58
Honourable A weapon with this special ability is tailor-made for honest combat against honourable foes. It grants a +1 bonus to Armour Class against any attack made while the wielder is prone or surprised. It also bestows a bonus to Insight checks equal to the weapon’s magical enchantment bonus but only for the purpose of opposing Deception checks in combat. Conversely, an honourable weapon imposes a penalty to attack equal to its normal enhancement bonus to attack rolls whenever it is wielded against an opponent that is not aware of the attacker/is surprised, or use of Deception. This is often found with Soulstones binding celestial souls 60
Howling Fury A weapon of howling fury is a great boon to a barbarian, or to any other character who has the ability to rage in combat. A weapon with this special ability grants the enhancement bonus of the weapon to their skill checks when raging. 62

POWERS | Quirks ii

POWERS

Quirks (continued)

Title What it Does
Inconspicuous For whatever reason, a magic accessory with this quirk is neither impressive nor memorable in any fashion, meaning those who look will be hard pressed to recognise it as a magic accessory, or even pay attention to it in the first place. The power of this quirk is such that, regardless of its true strength, it never radiates more than a faint magical aura and imposes disadvantage on History and Aracana checks made to identify its properties. 64
Loud When the accessory’s powers are active, or while your wear it or hold it in hand (in the case of weapons, staves and the like), a tremendous sound issues forth from the accessory, equal in volume to a drunken man singing at the top of his lungs. The exact sound which emanates from the accessory varies, based on the powers and origin of the magic accessory. So, for example, a sword might pound out a sound exactly like a war drum, while a hammer might ring with the sound of the forge. An accessory whose powers depend on sound cannot possess this quirk. 66
Loyal A magic accessory with this quirk is intensely loyal to you and will not suffer to be separated from you. It advantage to all Disarm checks made to remove it from your grasp and disadvantage to Sleight of Hand checks made to steal it from you. 68
Lucky While the accessory’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), you enjoy good fortune in all that you do. Once a day, or more if the Games Master feels it appropriate, you gain a 1d4 bonus to any one skill check or saving throw. The lucky quirk can be paired with the unlucky negative quirk, making for a fascinating, monkey’s paw-like magic accessory. Halfling made magic accessoriess more often possess this quirk. 70
Motherly/Nurturing The accessory grows warm in the presence of children and begins to burn if the wielder attempts to harm child aged beings. 72
Overpowering On a successful hit, a weapon with this special ability allows you to Overrun a creature (up to on size category larger). To resolve the Overrun attempt, roll opposed Strength checks with the wielder rolling with advantage, adding the weapon’s bonus to attack as an enhancement bonus to the check. Opposed by the target's Athletics or Acrobatics. If the check succeeds, the opponent is moved back 5 feet for every 5 points by which your check result exceeds the targer's own if they used Athletics, or Target must make a constitution save against the overrun check's value or else be knocked prone if using acrobatics. If your check fails, you fail to Overrun and your turn ends - no other movement, attack actions or bonus actions are allowed. 74
Phantom Smell Each time the accessory is activated, or for the duration of its use in the case of accessories with a continuous effect, a phantom smell issues forth from it. The smell is weak enough to be almost undetectable to anyone except yourself and those in close physical contact with you. The scent which issues forth should, whenever possible, relate to either the accessory’s powers its soulstone's trapped soul or to its origins, so a staff of healing might bring to mind the aroma of medicine or soap, while armour with Grave ward might smell of freshly turned grave dirt, or perhaps of embalming fluids. This causes its wielder or those allies near by to have disadvantage on Scent based perception checks (or -5 on scent based passive perception checks). 76
Phantom Sound Each time the accessory is activated, or for the duration of its use in the case of accessorys with a continuous effect, a specific sound issues forth from it. This sound is roughly equal in volume to a low whisper and can normally only be heard by the wielder and those who are in close physical contact with him. The sound can be almost anything and is usually related to the powers of the accessory, so a monk’s belt which this quirk might continuously issue a low chant while the wearer is in combat and a cloak of etherealness might whisper with a sound akin to a spirit’s ghostly wail. This quirk cannot be applied to accessorys which depend on sound for their effects, like a horn of blasting or magical harp. 77
Pristine While the accessory is carried upon your person, or otherwise in contact with you, neither you nor the weapon are ever touched by ichor, mud or muck of any sort. You, your clothing and your other possessions are always pristine and crease free. While this has no direct mechanical effect, you Game Master may feel a bonus to NPC Character reaction checks and to socially-based skill checks is appropriate for some who are impressed by a snappy appearance. 78
Rainbow Aura Can only be applied to a weapon or other magic accessory which radiates light. You can alter the colour of the radiated light as you choose, as the free object interaction during your turn. 80
Reluctant A magical accessory with this quirk is always reluctant to use its powers. While the accessory’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), you suffer a –5 penalty to initiative checks. This quirk is never found in accessorys which increase either your initiative score or your Dexterity score and may not be paired with the major positive quirk eager. 81
Resistant The magic of an accessory with this quirk clings stubbornly to existence and refuses to be quenched even for a moment; its caster level is effectively increased by +2 for the purposes of resisting dispel magic or counterspells. This does not grant the additional powers of a higher level spell slot. 80

POWERS | Quirks iii

POWERS

Quirks (continued)

Title What it Does
Resonating A weapon with this special ability is a bard’s best friend. Its magic resonates with and bolsters bardic music abilities. It adds its enhancement bonus to attack rolls to all Perform skill checks which involve the use of bardic music abilities. The resonating special ability can only be applied to melee weapons. 82
Sands of Time When drawn, when worn, or when activated (depending on the type of accessory), your visage changes so that you look 10 years older than your actual age. This has no mechanical effect and does not stack with itself. 83
Shadow Vagabond While the accessory’s powers are activated, or while the accessory is held in hand (in the case of weapons, staves and the like), your shadow disconnects from your body and vanishes. It returns as soon as the accessory is no longer active, or is no longer in hand. This has no mechanical effects but can be disconcerting, both for you and those around you. 84
Shivers You feel an involuntary thrill of fear when you first activate the accessory. 85
Shredding A weapon with this special ability strikes especially vicious blows which shred natural armour like tissue. On a successful critical hit, the weapon imposes a –1 penalty to creature with natural armour. This penalty is cumulative and can lower the victims natural armour below 8. Natural armour damaged in this fashion heals after a long rest. Only weapon dealing slashing damage can possess this special ability. 86
Siren While the accessory’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), the accessory calls out to a specific animal or type of vermin and they come to sit in its presence. All creatures of that type, for example cats or spiders, within a range of one mile of you come at their fastest possible speed, to crowd around you as a crow hovers over carrion. The quirk grants you absolutely no measure of control over the summoned animals or vermin but they are no more hostile to you than they normally would be. 87
Skin Tint While the accessory’s powers are active, or while your wear it or hold it in hand (in the case of weapons, staves and the like), your skin takes on an unusual tint, perhaps turning red like a fire giant’s, or blue like a frost giant’s – the shade should be related to the powers or origin of the accessory. In any case, the tint fades one round after the accessory is no longer active or held in hand. 88
Sneeze/Cough When you use any accessory powers, or when you successfully strike an opponent in combat (if the accessory is a weapon) you involuntarily cough or lightly sneeze. 90
Spectral Aura While the accessory’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), the accessory is wreathed in a corona of spectral imagery. The aura is barely visible and can take any form, usually related to the powers or history of the magic accessory. So, for example, a sword crafted by a wizard obsessed with insects might be surrounded by buzzing, spectral flies, or be covered by an army of phantasmal ants. 91
Static Electricity Each time the accessory is activated, static electricity arcs through your body. While this has no mechanical effect, it does cause your hair to stand on end and will result in an unpleasant jolt should you touch another being or conducting object. 92
Unreliable An accessory with this quirk cannot be trusted to work when it is most needed. At the beginning of each day, the Games Master should roll a save for the accessory against a DC of 15. If the save fails (a natural 1 always fails), the accessory’s powers cease to function for a single round during that day. The accessory will always fail at a critical juncture; the specific moment is selected by the Games Master. 94
Voice Alters While the accessory’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), your voice alters, becoming inhuman, grating like stone against stone or taking on tones reminiscent of the accessory creator’s voice. 95
Void Eyes While the accessory’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), your eyes become a black void, or shift in colour to an alien shade or perhaps resemble cat’s eyes. Your vision is unaffected and there is no mechanical bonus or penalty but it can be disconcerting to look at you. 96
Warm/Cool The accessory is always pleasantly warm or cool to the touch. 97
Warmth/Chill While the accessory’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), both the accessory and your body are either warmed or cooled by 20 degrees. This maybe enough to help stave off exhaustion levels granted by extremem heat or cold. 98
Wise A magic accessory with this quirk possesses some measure of wisdom and while it may not possess any actual sentience, it seems to steer its owner towards the best course of action in every circumstance. Once a day, if you are about to use the magical accessory in a way which would prove disastrous, the accessory will simply refuse to work. 00

POWERS | Quirks iv

POWERS

Basic (Uncommon)

Basic Powerstone Features

Arcane Cantrip (1/day), (Basic/Small): This grants the use of a single specific cantrip determined at time of its creation. By default the cantrip is cast at 1st level of power, once per day.; 400 gp.

Arcane Cantrip (1/short rest), (Basic/Small): This grants the use of a single specific cantrip determined at time of its creation. By default the cantrip is cast at 1st level of power, once per short rest.; 800 gp.

Arcane Cantrip (unlimited), (Basic/Small): This grants the use of a specific cantrip, which is determined at time of its creation, each Rune/Gemstone is unique. By default the cantrip is cast at 1st level of power. Holds charges and Level based off an associated Arcane Power stone.; 1600 gp.

Arcane Power Stone Tier 1: This is a Powerstone that empowers a spell stone, grants additional charges; or sets the spell level at which the accessory casts. This one is for Tier 1 spells or +1 Charge per day - these charges stack with the accessory's existing charges; 120 gp.

Arcane Spell Stone (1/day) Basic/Small: This is a Powerstone that holds a single spell, the tier (spell level) the stone can hold is linked to its value. This Powerstone does not work by itself, and requires a Arcane Power Stone of the same tier or greater of the spell stored; (varies) gp.

Awareness (basic): Advantage on Initative.; 250 gp.

Blessed Restoration, Basic(small): All healing spells cast by the wielder restore an additional +2 hp.; 250 gp.

Complete Deliverance, (Basic/Small): This gives a +1 to the standard set of saves for each (Strength, Dexteriy, Consitution, Intelligence, Wisdom, Charisma); 1250 gp.

Deliverance, (Basic/Small): This gives a specific bonus to a specific save, which is determined at time of its creation, granting a +1 to a particular type of save (ie Strength, or Consitution, or even Death Saves); 125 gp.

Expediency (basic): +5 movement; 300 gp.

Hypermetabolism: +1 to healing spell/effect cast upon the wielder; 250 gp.

Mana, (Basic, Small): This grants the wearer/wielder a specific bonus; spell slot, ki, Superiority Dice, PP, Metamagic points, etc; 250 gp.

Mastery, (Basic/Small): This gives a bonus to a specific attribute, which is determined at time of its creation. This variant grants +1 to the base of that Attribute. These effects can stack, but only within the same device. If the wearer does have other magical items that provide bonuses or modify the same stat - only the one with the most benefit works, the other is suppressed. The ability MAY be moved above 20 with this feature. ; 1500 gp.

Polymathy, Basic: This gives a specific bonus to a single skill, which is determined at time of its creation. This variant grants a +1 to ALL skill checks, (but not to tools/proficiencies); 750 gp.

Potency (Basic/Small): This is a Powerstone that grants greater potency in the weilder's ability while its being worn/used. Save DC against their ability/spells advance by +1. (ie a DC 14 is now DC 15) ; 4800 gp.

Rejuvination, Basic(small): Advantage on hp restored by Second Wind and during Short Rests.; 250 gp.

Returning: Returns when thrown at the end of your next turn; 125 gp.

Skillfulness School, Basic: This gives a +1 bonus to all skills of a specific attribute, which is determined at time of its creation. (ie all Strength based skills, or all Charisma based skills). Not bonus is provided to tools; 250 gp.

Skillfulness, Basic: This gives a specific +1 to a single skill, which is determined at time of its creation, each Rune & Gemstone combination is unique and bears a moniker (See Appendix) (ie Performance, Insight, or Athletics); 125 gp.

POWERS | Basic

POWERS

Moderate (Rare)

Moderate

Ability Break, (Moderate): This gives breaks the limiter for a attribute, the specific attribute is determined at time of its creation. If the character has feats/abilities or leveling that would take the character above 20, it now can go to 24. The limit of 20 is restored if its unattunded; 10,000 gp.

Arcane Power Stone Tier 2: This is a Powerstone that grants power for spells; which determines spell slot level for casting of the associated spell stone's spell ability. This one is Tier 2 spell level (full caster or Level 3). It may also be used to grant +2 Charge per day - these charges stack with existing charges.; 240 gp.

Arcane Power Stone Tier 3: This is a Powerstone that grants power for spells; which determines spell slot level for casting of the associated spell stone's spell ability. This one is Tier 3 Spell Level (full caster Level 5). It may also be used to grant +3 Charge per day - these charges stack with existing charges.; 480 gp.

Arcane Spell Stone (1/Short Rest) Moderate: This is a Powerstone that holds a single spell, the tier it does not work by itself, and requires a Arcane Power Stone of the same tier or greater of the spell bound within it. Its ability restores after a short rest; (varies) gp.

Avarice (Moderate): +5% Treasure Drop; 1250 gp.

Awareness (Moderate): Cannot be Surprised; 480 gp.

Blessed Restoration, Moderate: All healing spells cast by the wielder restore an additional +2 hp. and grants the target 1d4+3 temporary hitpoints; 4800 gp.

Burst: Add 1d4 damage of a predetermined energy type on critical; 500 gp.

Conditional Resistance, Moderate: This grants advantage to saves which would impart a specific condition chosen at the time of its creation. (see note); 1600 gp.

Deathless: Deathward per long rest; 9600 gp.

Deliverance, (Moderate): This gives a +2 bonus to a specific saving throw determined at time of its creation. (ie Strength, Consitution, even Death); 250 gp.

Mana, (Moderate): This grants the wearer/wielder a specific bonus; spell slot, ki, Superiority Dice, PP, Metamagic points, etc; 500 gp.

Mastery (Moderate): This gives a bonus to a specific attribute. This variant grants +2 to the base of that Attribute. These effects can stack, but only within the same device. If the wearer does have other magical items that provide bonuses or modify the same stat - only the greatest of which works, the other is suppressed. The ability MAY be moved above 20 with this feature. ; 3000 gp.

Non-Detection: The character attuned to its accessory is hidden from Divination magic, and can't be targeted by such magic or perceived through magical Scrying sensors; 250 gp.

Polymathy, Moderate: This gives a +2 bonus to all skill determined at time of its creation (but not to tools/proficiencies); 6500 gp.

Potency (Moderate): This is a Powerstone that grants greater potency in the weilder's ability while its being worn/used. Save DC against their ability/spells advance by +1. (ie a DC 14 is now DC 15); 12500 gp.

Skillfulness School, Moderate: This gives a specific bonus to a skill Group, which is determined at time of its creation, each Rune/Gemstone is unique and bears a moniker (See attached note) this variant grants a +2 to ALL skill checks of that ability, (but not to tools/proficiencies); 500 gp.

Skillfulness, Moderate: This gives a specific bonus to a single skill, which is determined at time of its creation, each Rune/Gemstone is unique and bears a moniker (See attached note) this variant grants a+2 to a particular type of skill check (ie Performance, or Athletics); 250 gp.

POWERS | Moderate i

POWERS

Superior (Very Rare)

Major

Arcane Power Stone Tier 4: This is a Powerstone that grants power for spells; which determines spell slot level for casting of the associated spell stone's spell ability. This one is Tier 4 spell level (full caster or Level 7). It may also be used to grant +2 Charge per day - these charges stack with existing charges; 960 gp.

Arcane Power Stone Tier 5 : This is a Powerstone that grants power for spells; which determines spell slot level for casting of the associated spell stone's spell ability. This one is Tier 5 spell level (full caster or Level 9). It may also be used to grant +2 Charge per day - these charges stack with existing charges; 1280 gp.

Avarice (Major): +10% Treasure Drop; 5750 gp.

Blessed Restoration, Major (large): All healing spells cast by the wielder restores an additional hit points equal to 1 + the spell’s level.; 10250 gp.

Complete Deliverance, (Moderate): This gives a +2 to the standard set of saveing throws (Strength, Dexteriy, Consitution, Intelligence, Wisdom, and Charisma).; 8000 gp.

Expediency (Major): +10 Movement; 1700 gp.

Health (basic): When the bearer gains hit points from any hit die spent during short rests, they roll with advantage for the restored HP; 250 gp.

Practical Knowledge (major): +5% Experience earned; 2400 gp.

Resistance, Major: This grants resistance to specific type of damage which is determined at time of its creation; 6000 gp.

Resistance, Major v2.: This grants DR/1 to specific type of damage determined at time of its creation. DR does not stack; 4200 gp.

Superior

Arcane Spell Stone (charged) (Superior/Large): This is a Powerstone that holds a single spell, the tier it does not work by itself, and requires a Arcane Power Stone of the same tier or greater of the spell bound within it. The item recharges (d4-1 + Stone's Power Tier level) charges each day. ); 3000 gp.

Ability Break, (Superior/Large): This gives breaks the limiter for a specific attribute. If the character has feats/abilities or leveling that would take the character above 20, it now can go to 30.; 25000 gp.

Arcane Power Stone Tier 6: This is a Powerstone that grants power for spells; which determines spell slot level for casting of the associated spell stone's spell ability. This one is Tier 6 Spell Level (full caster Level 11). It may also be used to grant +3 Charge per day - these charges stack with existing charges; 2560 gp.

Arcane Power Stone Tier 7: This is a Powerstone that grants power for spells; which determines spell slot level for casting of the associated spell stone's spell ability. This one is Tier 7 Spell Level (full caster Level 13). It may also be used to grant +3 Charge per day - these charges stack with existing charges.; 5120 gp.

Arcane Power Stone Tier 8 : This is a Powerstone that grants power for spells; which determines spell slot level for casting of the associated spell stone's spell ability. This one is Tier 8 Spell Level (full caster Level 15). It may also be used to grant +3 Charge per day - these charges stack with existing charges; 7500 gp.

Arcane Power Stone Tier 9 : This is a Powerstone that grants power for spells; which determines spell slot level for casting of the associated spell stone's spell ability. This one is Tier 9 Spell Level (full caster Level 17). It may also be used to grant +3 Charge per day - these charges stack with existing charges.; 10240 gp.

Blessed Restoration, Superior (large): Healing spells cast by the wielder restore an additional +2 hp per hit die of healing, and grants the target 1d8+1 temporary hitpoints.; 4800 gp.

Complete Deliverance, (Superior/Large): This gives advantage to the standard set of saves for each (Strength, Dexteriy, Consitution, Intelligence, Wisdom, Charisma).; 250000 gp.

Conditional Resistance, Superior: This grants immunity to a specific condition which one is chosen at the time of its creation; 3000 gp.

Deliverance, (Superior/Large): This gives a bonus to a specific saving throw, which is determined at time of its creation. This variant grants ADVANTAGE to that particular type of saving throw (ie Strength, Consitution, even Death); 2500 gp.

Health (Superior): All HD restored during long rest, and MAX the HP when restoring HP with HD during short rests.; 4000 gp.

Mana, (Superior, Large): This grants the wearer/wielder a specific bonus; spell slot, ki, Superiority Dice, PP, Metamagic points, etc; 5000 gp.

Mastery (Superior/Large): This gives a bonus to a specific attribute, which is determined at time of its creation, each Rune/Gemstone is unique and bears a moniker (See attached note) this variant that makes the Attribute a 19.; 8000 gp.

Polymathy, Superior/Large: This gives a specific bonus to a single skill, which is determined at time of its creation, each Rune/Gemstone is unique and bears a moniker (See attached note) this variant grants advantage to ALL skill checks, (but not to tools/proficiencies) Advantage to a particular type of skill check (ie Performance, or Athletics); 50000 gp.

Potency (Superior): The DC for saves against their ability/spells is advanced by +3. (ie a DC 14 is now DC 17); 35000 gp.

POWERS | Superior i

POWERS

Curses & Flaws

Superior (continued)

Practical Knowledge (superior): +10% Experience; 22000 gp.

Skillfulness School, Superior/Large: This gives a specific bonus to a skill Group, which is determined at time of its creation, each Rune/Gemstone is unique and bears a moniker (See attached note) this variant grants ADV to ALL skill checks of that ability, (but not to tools/proficiencies); 5000 gp.

Skillfulness, Superior/Large: This gives a specific bonus to a single skill, which is determined at time of its creation, each Rune/Gemstone is unique and bears a moniker (See attached note) this variant grants advantage to a particular type of skill check (ie Performance, or Athletics); 2500 gp.

Flaws & Curses


Inverted Powerstone

For Simplicty's sake you may just want to make flawed Powerstones as Inverted.

An inverted powerstone works in part like a cursed stone, its either intentional or the result of damage to a previously benefical powerstone. A powerstone that previously granted +2 to Saves, would now penalize the character with a -2 to Saves; a Powerstone that previously granted a 19 Strength, now forces a 3 Strength; Grants Advantage, now suffers Disadvantage; Halves the amount of food and drink they need to consume, now requires the character consume twice what others need.


Otherwise, for various flavor you have the following...

Flaws and Curses


Title What it Does
Agarophobic The accessory does not function above ground
Bloodthirsty Must cause at least 1 hp damage within 10 minutes each time its drawn/doff/wielded or it inflicts 1d6 necrotic damage to the wielder. (It may be a specific Template or race or class of creature ie . Bloodthirst (Humanoid) or Bloodthirsty (Elf) or Bloodthirsty (Eladrin Elf), or even Bloodthirsty (Male Half Orc Spellcater who responds to the name "Marvin")
Ammobreak Ammunition (Bolts, Stones, Arrows etc ) fired from this weapon automatically break 100% of the time (in cases where the ammunition is unbreakable, the ammo breaks 50% of the time)
Bloodthirsty (minor) This magical weapon must successfully cause a set amount of damage each day, or else during a long rest it deals that same amount of necrotic damage to its wielder. (It may be a specific Template or race or class of creature ie . Bloodthirst (Humanoid) or Bloodthirsty (Elf) or Bloodthirsty (Eladrin Elf), or even Bloodthirsty (Male Half Orc Spellcater who responds to the name "Marvin") The amount of damage will vary from weapon to weapon and to the magical weapon's potential threat up to +1: 1-15pts; +2: 16-35; +3: at least 40
Blunted The damage die is stepped down by one die (ie d12 -> d10; d10 -> d8; d8 -> d6; d6 -> d4)
Burnt The wielders skin breaks out with painful welts, every dawn. -2 Charisma
Butlered about Always clutched in the grasp of an Unseen Servant, who never tries to stop people touching or moving it but won't ever let go (PHB, page 284.)
Curse of Illness Effected creature has disadvantage to Constition Skills & Saves
Curse of Folly Effected creature has disadvantage to Wisdom Skills & Saves
Curse of Fumbling Disadvantage on Dexterity based skill checks
Curse of Poison Poison condition is applied
Curse of Stammering Disadvantage on Charisma based skill checks

POWERS | Flaws & Curses i

POWERS

Curses & Flaws

Flaws and Curses

Title What it Does
Abrasive The accessory is excessively itchy.
Curse of Stupify Effected creature has disadvantage to Intelligence Skills & Saves
Curse of Weakness Effected creature has disadvantage to Strength Skills & Saves
Cursed Once used/attunded or carried it cannot be removed/or untuned.
Dangerous The accessory is inherently dangerous to you, for whatever reason. Once a day, when you first activate the accessory, don it or draw it forth (in the case of armour and weapons, respectively), you suffer 1d6 points of damage to MAX Hp and cannot be prevented; this damage cannot be restored by magical healing of any sort and must be healed naturally.
Dark Secret This feature is more flavor text, the object is an icon within a narative of malevolence and cruelty. It is considered tainted by a sect/race/or region. Charisma based checks with it visible or if the character's reputation warrrents the gossip of its ownership, are at disadvantage... with the exception of Intimidation (Charisma) based skill checks.
Dependant, Minor The powerstone now requires a specific element to function (example:must wear a certain thing, or eat something daily, or perform a minor ritual)
Dependant, Moderate (exmaple:)
Draining Some strange property of the accessory requires it to drain your soul energy before its powers can be quickened. Each day, when you first activate the accessory, don it, or draw it forth (in the case of armour and weapons, respectively), it drains 2 points of one of your ability scores. The ability score which is to be drained is dependant upon the nature of the accessory, so a mask of the skull would drain Charisma, for example. A draining quirk cannot drain an attribute which the magic accessory bolsters, so a cloak of charisma cannot drain Charisma, for example.
Drow Made The object is a drow creation, made in the underdark and is damaged by sunlight. Losing a +1 bonus (if it has one) at the end of the first day - there after the object decays at a rate of (25gp * number of days its been in sunlight of value) each day. Mending will not repair such without being in the underdark. An object that loses its value disintegrates completely.
Exhausting (bane) A weapon with this enchantment feels heavier than normal, but only slightly. Whenever the wielder of this weapon makes a critical fail with it (when making a melee attack), the wielder becomes very weak and gains a level of Exhaustion.
Faceless While the item’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like) and for five rounds after, your facial features are erased and you are left with a smooth orb where a face should be. This can be extraordinarily disconcerting for those around you and carries with it an associated drawback, in the form of a –10 penalty to all Charisma based skill checks. This quirk is automatically paired with the major positive quirk of the same name. This quirk cannot be attached to magic items which alter your appearance, or which render you invisible.
Fickle A magic item with this quirk does not abide the touch of a particular owner for long and will always seek to leave its master in pursuit of another, more desirable one. It imposes a disadvantage against attempts to resist Disarm checks and grants advantage to any Sleight of Hand checks made to steal the item from you.
Frisky Weapons or items with this feature attack at -1 or disadvantage
Glutton You add 2 hit dice to the maximum number of hit dice you may use for recovery of lost hit points at the end of a short rest. The character gains an additional +5 pounds (Counts as equipment weight). Each additional meal they consume restores a used HD to their pool and an additional 2 pounds to that "extra baggage weight". Character may spend 1 week of down time exercising to remove 2 lbs.
Hoarder An item with this proprerty cannot be willfully dropped or removed from your presence. Its weight is at least 5lbs or an aditional 10% of the item's weight (whichever is greater).
Honorable Announcing An item with this feature may not be used until they've notified any intended target.
Hunger Your required daily food intake is doubled while wearing/wielding. Failure to eat sufficient amounts of food can lead to starvation/exhaustion (PHB p 185 and PHB p 291).
Inverted Socketed Rune/Gem The item corrupts the intented use of powerstones, the stone remains the same and the flaw requires an Arcana check (DC 18) to detect the flaw.
Jinxed Axe This handaxe functions normally in melee but if thrown it will hit an ally if you miss your target.

POWERS | Flaws & Curses ii

POWERS

Curses & Flaws

Flaws and Curses

Title What it Does
magically unsound This object will randomly act as a wand of wonder
Pacifist Ceases functioning if combat occurs within 150 ft. (or disadvantage when in combat)
Painful Armors with this feature are vulnerable to critical hits, die rolls fo 19-20 count as critical hits. (if the creature already has improved critical - this range increase by its range (18-20 for those who'd naturally score a critical on a 19-20)
Parasite The attuned accessory halves healing from all sources (spells, potions, hit dice).
Reluctant A magical item with this quirk is always reluctant to use its powers. While the item’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), you suffer a –5 penalty to initiative checks. This quirk is never found in items which increase either your initiative score or your Dexterity score and may not be paired with the major positive quirk eager.
Siren While the item’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), the item calls out to a specific animal or type of vermin and they come to sit in its presence. All creatures of that type, for example cats or spiders, within a range of one mile of you come at their fastest possible speed, to crowd around you as a crow hovers over carrion. The quirk grants you absolutely no measure of control over the summoned animals or vermin but they are no more hostile to you than they normally would be.
Slothful A creature with this item rolls initative at disadvantage upon him.
Static Electricity Each time the item is activated, static electricity arcs through your body. While this has no mechanical effect, it does cause your hair to stand on end and will result in an unpleasant jolt should you touch another being or conducting object.
Twitter The creature affected by this continuously has two little birds that fly around them, lighting upon them tweeting.
Unlucky While the accessory’s powers are active, or while you wear it or hold it in hand (in the case of weapons, staves and the like), you are plagued with misfortune in all that you do. Once a day, or more if the Games Master feels it appropriate, you suffer a –2 penalty to any one skill check or saving throw. The unlucky quirk can be paired with the lucky major positive quirk, making for a fascinating, monkey’s paw like magic accessory. Gnome and halfling magic accessorys rarely possess this quirk, unless it is accompanied by the lucky quirk.
Unreliable An item with this quirk cannot be trusted to work when it is most needed. At the beginning of each day, the Games Master should roll a save for the item against a DC of 15. If the save fails (a natural 1 always fails), the item’s powers cease to function for a single round during that day. The item will always fail at a critical juncture; the specific moment is selected by the Games Master.
Wizzo's Compulsion While not 'cursed' the bearer of this item becomes possessive of it, and will need to be persuaded or have it stolen from them to relinquish such. While in direct possession of the item on their person (ie not stored away in quasi magical space or a trunk on a cart/saddlebag); every hour the bearer has an increasing chance +5% of engaging in a compulsive behavior; taking a nap; acting drunk; flirting with nearest suitable creature; starting a fight; begin wandering around admiring the view; take a bath; change clothes; cook and eat a good meal; talk insessently; whistle; tell a 'funny' story; bring up a previously resolved conflict to question the resolution; ask intensely personal questions of those around them; start an exercise routine; become vegan/gluten intolerant; complain about "their disease" (a seriously concerning disease that they do not, in fact, have)
Wizzo's Compulsion While not 'cursed' the bearer of this item becomes possessive of it, and will need to be persuaded or have it stolen from them to relinquish such. While in direct possession of the item on their person (ie not stored away in quasi magical space or a trunk on a cart/saddlebag); every hour the bearer has an increasing chance +5% of engaging in a compulsive behavior; taking a nap; acting drunk; flirting with nearest suitable creature; starting a fight; begin wandering around admiring the view; take a bath; change clothes; cook and eat a good meal; talk insessently; whistle; tell a 'funny' story; bring up a previously resolved conflict to question the resolution; ask intensely personal questions of those around them; start an exercise routine; become vegan/gluten intolerant; complain about "their disease" (a seriously concerning disease that they do not, in fact, have)

POWERS | Flaws & Curses iii

EXAMPLE: Runic Gemstones (Runestone)

We will now look at a specific instance of this idea which I've more fully flesh out for one of my own campaigns. This implementation plays on a two part Powerstone; A mystical Glyph or Rune which will be the spell in sygaldry, much like Kanji. A single complex character whose form will denote the school of magic, how the magic is to be shaped and any specifics for such. Which is paired with a special gemstone, which must be of specif type and value for the Rune to 'take' -- ie imprint and be stored into the Gem so the Rune's function can draw the powers of magic to empower itself and be self sufficent.

The not immediately obvious aspect of this is the narrative I've already alluded to, that this builds from a historical past of the magical stones written about in the Broken Earth series by Jack Vance, the author who inspired and shaped Gary Gygax's development of the magical system in Dungeons and Dragons. Using muliple parts allowed me to make more on the fly adjustments to the power balance of the modular system. Also, the need to find a specific type of gemstone, with a specific value, and additionally its paried Rune. So you could give the character's a Diamond Gem worth 10,000 gp . . . that they KNOW they could use for money . . . or, if they can wait, find a Rune to create a powerful Runestone. And, it lends itself to a simple serialized adventure or plot device . . . tortures them with money they cannot spend.

Runes

As mentioned above the Runes will be items of lore, found in dusty librams and tomes, worked into a mosaic of a great library, on the ancient heirloom of the deep king. Each rune is a potential quest, or found on aisle 3 next to the candles. I suggest three Crafting checks to test when inscribing the Rune into the Gemstone;
Planning: Intelligence (Arcana) or Jeweler's Toolkit; Execution: Caligraphy (an underused toolkit)

If you are looking for Visual Aids to represent such, try here.

Gemstones

This is a term for a precious or semiprecious stone that can be cut and polished for use as a ornamentation or jewelry. They are typically defined by a set of guidances.

Size: To give the players a visual sense of scale for power the Gemstone's possess, the gems will vary in physical size:

Power: As with standard Powerstones the stones hold varing amounts of power, this is tied (surprise!) to its value.

Type: The specific type of gemstone; different types align with different capabilities.

Value When determining the crafting time of a runestone, Take the difference between the value of the Runestone and the Value of the gemstone (with a minimum time of 10 days; +1 to the checks for Inscription for each 10% of value the gemstone is over the required Runestone's value.)

Power Gem Size Ability Tier DC
Basic Small Uncommon 14
Moderate Medium Rare 18
Major Large Very Rare 22
Superior also Large¹ Legendary 26

FOOTNOTE:


¹ This is for plot purposes. (To foreshadow a hidden/discoverable game mechanic, that a very skilled player may attempt to push a more powerful Rune into lower category gemstone - whic makes them 'touchy' and bit unstable.


GEMSTONE DM information

In D&D gems are often nothing more than a predetermined value of gold, which are lighter than coin equivalnce, as components for spells, or as ornamentation.

D&D traditionally has designations for the various grades of stones which catagorizes value. They are: Ornamental, Fancy, Semiprecious, Precious, Gems, Jewels, Shells, Hardstone, Metal. These reflect catgories of value, and rarity.

Gary Gygax's [Dungeon's Masters Guide, AD&D (1979)] listed a number of properties commonly attributed to various Gemstones. Many of these are less valuable in their costs. To provide scarcity and as a means to maintain relative balance the various stones, regardless of their nominative base costs, the various requirements

To give at least a partial in game reasoning, even the ornamental stones can be made extremely valuable by more and more complicated cuts, clarity or lack of occlusions or flaws. The Gemology Appendix contains a number of terms to help provide greater depth and content on how to play up this at the table.

While efforts have been made to keep specific features associated with Gemstones which lore professes a similar ability.

Resources:

PBE Games: Gemstone Generator (Generates Gemstone treasures; )

Rare Earths; Gemstones, Jewels, Metals

Ioun Stones

Anthony L. (DM Bahamut) , Gem Socketing: How to enhance your weapons (He did a great job on this)

EXAMPLE | Runestones Gemstones

EXAMPLE: Soulstones

Soulstones are a pretty common narrative element in game and stories. The ability to bind spirits into a premade structure does seem a bit like Lichdom to us, but in a culture in which the Religion has moved past such, the idea of having proof of the soul, and the ability to have your ancestor's spirits actually helping you, makes souls less sacrosanct, and more utiltiarian. There are however some rather large considerations to bear out -- if you can capture a soul; then spells like Revify, Raise Dead, Ressurrect and even Speak with Dead need to be considered by the DM prior to attempts to raise a dead party member whose soul was captured by their assassin. While that makes for a compelling adventure/plot hook. What actually happens? Does the player get a save to breakfree of the soulstone and return to their mortal remains? If so, what would that mean for an accessory in which their soulstone is empowering?

The main factors to be concerned about with this model are related to the cultuaral paradigm of spiritual power being useful. Druids in such a world may very well feel that not capturing the soul of a fallen beast is wasteful, or they may feel a need to strike down anyone who uses Beast Soultstones. I've provided a Cantrip and referrence chart on the next page.

The Stones

Stones are magical items, even when empty. The stone is not reusable. Once a soul enters the stone's matrices bind with it, and when the Soulstone is broken, the soul is lost.

The Stones, also called soulstones when empty are innately magical. The big question is HOW you either find (natural resource) or manufacture the stones, and with the abudance of materials to fil them, the stones are the means to develop some scarcity.

Obviously if you mine them, its just that, how frequently they are found and their costs will self adjust the costs.

I've not gotten a great feel for it as yet, for the cost, but a exponential progression seems to be valid as means to allow minor ⅛ CR to be extremely inexpensive, but the Rank 20+ stones which would be used to power LEGENDARY Powerstone abilities.

Soulstone Stats

AC 24; HP 4+CR and

Weight: 1 lb per CR

Empty: Appears dull gray

Full: Glows like a Candle (5ft bright; 15ft dim) detect magic shows the glow in a color of the soul (See next page)

The Souls

The Capture Soul cantrip should be added to the campaign to allow characters to capture (and store) a soul - if an empty soulstone of equal or greater rating (CR) as the creature's rating (again, their CR) the Soul is bound to the stone.

For the purposes of Powerstone's abilties, the creature whose soul has been bound should possess the ability being sought. The GM will make determinations around each soul's appropriateness towards such. This will allow for the DM to direct, or the players to self direct for powers they have


Making of a Soulstone

The soulstones are magical goods, and will follow the magical crafting guidances. Ability Skill (not for any checks, only for any additional productivity for manufacturing)

Value: ( ½ (CR rating * (2ᶜʳ))) rounded

The specific values are in the referrence sheet that follows.

.

VARIANT RULES:

Soulstones & Runes In this version, the Powerstone's abilities are not restricted or tied to the soulstone's resident soul's abilities. Instead, the abilities are part of a Runelike modification which is worked onto the item. The Rune is its powered by Soulstones. The power is given a rating value, a number of soulstones which equal or exceed the final power rating of the MMA (I lied) are used - and consumed in the process. The number of soulstones which can be used in the empowerment is limited based of the Accessories's enhancement.


ReCharging Soulstones can be used to power devices that have charges, as a mean to return charges. The Soulstone's Rating (CR) is used to determine the number of charges it can return to a product, if a wand can cast a fireball (a 3rd tier/level spell), then a CR 3 soulstone can be emptied to return 1 charge to the wand, as an action. In this variant Arcane Power Powerstones cannot extend a magical accessory's charges.

A charged item that exceeds its capacity as a result of being recharged, explodes. Dealing 1d10 force damage per charge to all creatures within 30 ft at the end of that turn. Dex save vs Soulstone's DC for half damage.

EXAMPLE | Runestones Gemstones

(Continued)

EXAMPLE: Soulstones

Simplified Soul Gem

Power Creature CR Ability Tier DC Value
Basic under 3 Uncommon 14
Moderate 4 - 8 Rare 18
Major 9 - 15 Very Rare 22
Superior 16+ Legendary 26

Guide Monsters by Type

Monster Type Apperance
Aberration Purple
Beast Fuchsia/Pink
Celestial Golden
Dragon Opalescent¹
Elemental, Air Light Blue, Blue-White
Elemental, Earth Brown
Elemental, Fire Red
Elemental, Water Sapphire Blue
Fey Silvery Green
Fiend Shifting: Crimson to Orange²
Giant Grey
Humanoid White
Monstrosity Orange
Ooze Yellow (Yellow-Green)
Plant Verdant/Forest Green
Undead Black with white veins

Larger

Rating (CR) Potential Scarcity Value
Quirk Common 1 sp
¼ Quirk Common 2 sp
½ Quirk Common 4 sp
1 Quirk Common 1 gp
2 Quirk Common 4 gp
3 Basic Uncommon 8 gp
4 Basic Uncommon 16 gp
5 Basic Uncommon 42 gp
6 Basic Uncommon 165 gp
7 Basic Uncommon 450 gp
8 Basic Rare 1,024 gp
9 Moderate Rare 2,304 gp
10 Moderate Rare 5,120 gp
11 Moderate Rare 11,250 gp
12 Moderate Rare 25,000 gp
13 Major Very Rare 50,250 gp
14 Major Very Rare 100,000 gp
15 Major Very Rare 225,000 gp
16 Major Very Rare 450,000 gp
17 Major Very Rare 900,000 gp
18 Major Very Rare 1,500,000 gp
19 Superior Legendary 3,000,000 gp
20 Superior Legendary 6,500,000 gp
21 Superior Legendary 12,000,000 gp
22 Superior Legendary 24,000,000 gp
23 Superior Legendary 48,000,000 gp
24 Superior Legendary 96,000,000 gp
25 Superior Legendary 192,000,000 gp
26+ Godlike Artifact 384,000,000 gp

FOOTNOTES:

¹ While opalescent, the most common dispersion colors will be the dragon's coloration (ie. Black, Gold, Emerald, etc)

² Fiend's Soulstones will modify from yellow to deep red, and attempt to 'hide' amongst other stones.

Constructs do not have souls (Traditionally) and therefore cannot be be captured.

EXAMPLE | Soulstone (cont'd)

BEASTIARY APPENDIX:

Gem Dragons

Gem dragons are a subcategory of dragons that spend much of their time on the Inner Planes. Many of them are psionically powerful, although to most observers their psychic talents are indistinguishable from sorcery. Gem dragons tend to be aloof, solitary, and self-centered.

Living primarily on the Inner Planes, gem dragons have developed unusual diets. While they enjoy variety in their meals, they can survive indefinitely by consuming elemental matter. The gem dragons are not native to the Inner Planes, and all kinds of gem dragons can be found on all the planes, but they do have favored environments.

Like all dragons, gem dragons are incredibly covetous. They hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards become slightly paranoid, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is never enough treasure: It’s pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the ancient dragon stage, hundreds of gems and coins are embedded in its hide.

Variant: Gem Dragon Psionics

Some gem dragons can utilize psionic powers that manifest as spells as they age, using this variant.

A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.

Amethyst Dragon

Amethyst dragons are wise and regal. They sometimes serve as intermediaries between warring dragons, or even humanoid civilizations.

An amethyst dragon has lavender skin and scales that are shaped like naturally formed mineral crystals. When it first hatches, its scales are a light, translucent purple shade. As it grows older, they gradually darken and take on a crystalline quality.

Younger amethyst dragons avoid combat by flying away if possible. Even adults flee if it is obvious after the first few rounds of combat that they cannot overpower their opposition. If an amethyst dragon is fighting to protect its lair or its young, however, it seldom flees a battle.

An Amethyst Dragon's Lair

Most amethyst dragons live in hollowed-out spaces on the Elemental Plane of Earth. These caverns can consist of many passages and chambers resplendent with crystals of all colors.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • The dragon stomps its foot, causing a shock wave that travels along the ground. Each creature in a 20-foot radius centered on the dragon must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • The dragon spits a violet, crystalline lozenge at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Regional Effects

The region containing a legendary amethyst dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Tracks appear in the ground within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects fade over the course of 1d10 days.

GEM DRAGONS



Ancient Amethyst Dragon

Gargantuan dragon, neutral


  • Armor Class 22 (natural armor)
  • Hit Points 462 (25d20 + 200)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws Dex +8, Con +15, Wis +10, Cha +12
  • Skills Insight +10, Perception +17, Stealth +8
  • Damage Immunities force, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 23 (50,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Force Breath (Recharge 5—6). The dragon exhales concussive force in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much damage on a successful one.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

GEM DRAGONS



Adult Amethyst Dragon

Huge dragon, neutral


  • Armor Class 19 (natural armor)
  • Hit Points 212 (17d12 + 102)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

  • Saving Throws Dex +6, Con +11, Wis +7, Cha +9
  • Skills Insight +7, Perception +12, Stealth +6
  • Damage Immunities force, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Force Breath (Recharge 5—6). The dragon exhales concussive force in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

GEM DRAGONS


Young Amethyst Dragon

Large dragon, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 19 (+4) 14 (+2) 13 (+1) 17 (+3)

  • Saving Throws Dex +4, Con +7, Wis +4, Cha +6
  • Skills Insight +4, Perception +7, Stealth +4
  • Damage Immunities force, poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Force Breath (Recharge 5—6). The dragon exhales concussive force in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.


Amethyst Dragon Wyrmling

Medium dragon, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +3, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +3
  • Damage Immunities force, poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Force Breath (Recharge 5—6). The dragon exhales concussive force in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) force damage on a failed save, or half as much damage on a successful one.

GEM DRAGONS

Crystal Dragon

Crystal dragons are the friendliest of the gem dragons. They are always curious about the world, so they enthusiastically converse with willing visitors.

A wyrmling crystal dragon’s scales are glossy white. As it ages, its scales become translucent. Moonlight and starlight cause them to luminesce, and full sunlight lends them a dazzling brilliance.

White dragons and crystal dragons sometimes come into conflict. Crystal dragons have been known to make off with white dragon eggs, possibly to foster the white wyrmlings and help them grow into friendlier dragons than they would otherwise become. Such white dragons are extremely rare, and the introduction of such creatures into a campaign is the purview of the DM. Crystal dragons tend to bear great enmity toward any local giants, since the latter occasionally join forces with white dragons to hunt for crystal dragon lairs or wyrmlings.

A crystal dragon rarely instigates a fight without cause. If a visitor is intriguing or seems friendly, the dragon attempts a conversation; otherwise it tries to avoid a meeting. If visitors dare to attack, however, a crystal dragon does not hesitate to respond in kind.

A Crystal Dragon's Lair

Crystal dragons prefer the Elemental Plane of Air, but they sometimes build incredible ice palaces atop high, cold mountain peaks on the Material Plane, where they can watch the stars and create sculptures out of ice and snow.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • The dragon sprays a dazzling array of flashing, colored light as though it had cast the color spray spell at 3rd spell level.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.

Regional Effects

The region containing a legendary crystal dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
  • Given days to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.

If the dragon dies, changed weather reverts to normal, as described in the spell, and other effects fade in 1d10 days.

GEM DRAGONS



Ancient Crystal Dragon

Gargantuan dragon, chaotic neutral


  • Armor Class 20 (natural armor)
  • Hit Points 367 (21d20 + 147)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 20 (+5) 17 (+3) 19 (+4)

  • Saving Throws Dex +6, Con +13, Wis +9, Cha +10
  • Skills Perception +15, Persuasion +9, Stealth +6
  • Damage Immunities cold, radiant
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
  • Languages Common, Draconic
  • Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Light Breath (Recharge 5—6). The dragon exhales brilliant light in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 77 (22d6) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target is blinded for 1 minute.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

GEM DRAGONS



Adult Crystal Dragon

Huge dragon, chaotic neutral


  • Armor Class 18 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 18 (+4) 15 (+2) 17 (+3)

  • Saving Throws Dex +5, Con +10, Wis +7, Cha +8
  • Skills Perception +12, Persuasion +8, Stealth +5
  • Damage Immunities cold, radiant
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 14 (11,500 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Light Breath (Recharge 5—6). The dragon exhales brilliant light in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target is blinded for 1 minute.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

GEM DRAGONS


Young Crystal Dragon

Large dragon, chaotic neutral


  • Armor Class 17 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

  • Saving Throws Dex +3, Con +6, Wis +4, Cha +5
  • Skills Perception +7, Persuasion +5, Stealth +3
  • Damage Immunities cold, radiant
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 7 (2,900 XP)

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Light Breath (Recharge 5—6). The dragon exhales brilliant light in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target is blinded for 1 minute.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.


Crystal Dragon Wyrmling

Medium dragon, chaotic neutral


  • Armor Class 16 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 13 (+1)

  • Saving Throws Dex +2, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +2
  • Damage Immunities cold, radiant
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Light Breath (Recharge 5—6). The dragon exhales brilliant light in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, the target is blinded for 1 minute.

GEM DRAGONS

Emerald Dragon

Emerald dragons are inquisitive, particularly about local history and customs. Often, their knowledge of particular areas surpasses that of the best sage. However, these dragons are also rather paranoid, so developing even a passing acquaintance with one can be quite difficult.

The scales of a wyrmling emerald dragon are translucent and sea-green. As it ages, its scales harden and take on every shade of green from deep emerald to mint, and they scintillate in even the dimmest light. An emerald dragon’s pupils fade as it ages, so by the time it becomes an ancient dragon, its eyes are featureless, glowing, green orbs.

Emerald dragons are quite distrustful of visitors, and their lairs bristle with hidden traps and both magic and mundane alarms. Should these measures fail to deter visitors, an emerald dragon first hides, but reveals its presence if its treasure or its hatchlings are discovered.

An Emerald Dragon's Lair

The typical emerald dragon likes to settle near an area that is at least partly inhabited by civilized beings (of any type), but not so near that its presence becomes generally known. On the Material Plane, such dragons make their lairs in the cones of extinct (or seldom active) volcanoes. While on the Inner Planes, these dragons still watch their favored Material Plane spots.

Emerald dragons nurture their wyrmlings, so any given lair of an adult or older dragon is likely to include at least one wyrmling.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.

Regional Effects

The region containing a legendary emerald dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Images of Large or smaller monsters haunt the terrain within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade immediately.

GEM DRAGONS



Ancient Emerald Dragon

Gargantuan dragon, lawful neutral


  • Armor Class 22 (natural armor)
  • Hit Points 462 (25d20 + 200)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Arcana +11, History +11, Perception +17, Stealth +7
  • Damage Immunities force, thunder
  • Condition Immunities deafened
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 22 (41,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Sonic Breath (Recharge 5—6). The dragon exhales keening sonic energy in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 77 (22d6) force damage on a failed save, or half as much damage on a successful one. On a failed save, the target is deafened for 1 minute.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

GEM DRAGONS



Adult Emerald Dragon

Huge dragon, lawful neutral


  • Armor Class 19 (natural armor)
  • Hit Points 212 (17d12 + 102)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

  • Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  • Skills Arcana +8, History +8, Perception +12, Stealth +5
  • Damage Immunities force, thunder
  • Condition Immunities deafened
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Sonic Breath (Recharge 5—6). The dragon exhales keening sonic energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one. On a failed save, the target is deafened for 1 minute.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

GEM DRAGONS


Young Emerald Dragon

Large dragon, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)

  • Saving Throws Dex +3, Con +7, Wis +4, Cha +6
  • Skills Arcana +5, History +5, Perception +7, Stealth +3
  • Damage Immunities force, thunder
  • Condition Immunities deafened
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Sonic Breath (Recharge 5—6). The dragon exhales keening sonic energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 42 (12d6) force damage on a failed save, or half as much damage on a successful one. On a failed save, the target is deafened for 1 minute.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.


Emerald Dragon Wyrmling

Medium dragon, lawful neutral


  • Armor Class 17 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +2, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities force, thunder
  • Condition Immunities deafened
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Sonic Breath (Recharge 5—6). The dragon exhales keening sonic energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. On a failed save, the target is deafened for 1 minute.

GEM DRAGONS

Sapphire Dragon

Sapphire dragons are quite territorial, particularly when it comes to other dragons that encroach on their territories, either on the Elemental Plane of Earth, or in the areas of the Material Plane that they call their own.

Sapphire dragons tend to be antisocial toward all beings, but they view the evil races of the Underdark as particular enemies and sometimes come into direct conflict with them over underground territory. These dragons don’t go in for small talk unless the discussion revolves around military strategy, a subject on which they consider themselves experts, if not geniuses. In fact, a sapphire dragon may forgive visitors their presence if they offer it a game of strategy. Of course, it is never wise to let the dragon lose.

A sapphire dragon’s scales range from light to dark blue in color, and they scintillate in any light, creating a cascade of ghostly glints on the walls of the caverns in which these creatures often lair. Unlike the scales of other gem dragons, those of a sapphire dragon do not change as the creature ages. Its pupils fade with time, however, so by the time it becomes an ancient dragon, its eyes are featureless, glowing, sapphire orbs.

A Sapphire Dragon's Lair

Sapphire dragons love the Elemental Plane of Earth, but they also like to lair in deep, dry, rocky caverns on the Material Plane. Inside, it spreads out its treasures through several chambers, arranging them in a somewhat decorative manner. Drow, illithid, and aboleth trophies are often prominently displayed to remind the dragon of its past victories over its enemies. A sapphire dragon often allows large spiders to roam its lair, but only as a handy source of food. To keep such creatures close, the dragon also frequently allows their favorite prey species to inhabit portions of its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
  • The dragon creates a wall of stone on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 8, 30 hit points, and immunity to necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

Regional Effects

The region containing a legendary sapphire dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • The dragon can sense the use of any power or spell that enhances movement or allows instant transit from one place to another within 1 mile of the lair.
  • Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the sinkhole.
  • Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby.

If the dragon dies, rocky fissures fade over the course of 1d10 days. Any sinkholes remain where they were.

GEM DRAGONS



Ancient Sapphire Dragon

Gargantuan dragon, lawful neutral


  • Armor Class 21 (natural armor)
  • Hit Points 367 (21d20 + 147)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 19 (+4) 25 (+7) 20 (+5) 17 (+3) 19 (+4)

  • Saving Throws Dex +10, Con +13, Wis +9, Cha +10
  • Skills Investigation +11, Perception +15, Stealth +10
  • Damage Immunities force, lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
  • Languages Common, Draconic
  • Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Sonic Breath (Recharge 5—6). The dragon exhales nearly inaudible sonic energy in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (14d8) force damage on a failed save, or half as much damage on a successful one. On a failed save, the target is frightened for 1 minute.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

GEM DRAGONS



Adult Sapphire Dragon

Huge dragon, lawful neutral


  • Armor Class 19 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 17 (+3) 21 (+5) 18 (+4) 15 (+2) 17 (+3)

  • Saving Throws Dex +8, Con +10, Wis +7, Cha +8
  • Skills Investigation +9, Perception +12, Stealth +8
  • Damage Immunities force, lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 14 (11,500 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Sonic Breath (Recharge 5—6). The dragon exhales nearly inaudible sonic energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 (12d8) force damage on a failed save, or half as much damage on a successful one. On a failed save, the target is frightened for 1 minute.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

GEM DRAGONS


Young Sapphire Dragon

Large dragon, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

  • Saving Throws Dex +5, Con +6, Wis +4, Cha +5
  • Skills Investigation +6, Perception +7, Stealth +5
  • Damage Immunities force, lightning
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 7 (2,900 XP)

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Sonic Breath (Recharge 5—6). The dragon exhales nearly inaudible sonic energy in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. On a failed save, the target is frightened for 1 minute.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.


Sapphire Dragon Wyrmling

Medium dragon, lawful neutral


  • Armor Class 17 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)

  • Saving Throws Dex +3, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +4
  • Damage Immunities force, lightning
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Sonic Breath (Recharge 5—6). The dragon exhales nearly inaudible sonic energy in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 18 (4d8) force damage on a failed save, or half as much damage on a successful one. On a failed save, the target is frightened for 1 minute.

GEM DRAGONS

Topaz Dragon

Topaz dragons tend to be unfriendly and selfish. Though they are not malevolent, their erratic behavior makes any dealings with them unpleasant and dangerous.

A topaz wyrmling’s scales are dull yellow with orange highlights. As it ages, its color slowly brightens until its individual scales become scarcely visible. From a distance, the creature looks as if it had been sculpted from pure topaz. A topaz dragon’s pupils fade as it ages, so by the time it becomes an ancient dragon, its eyes resemble glowing orbs of fire.

These dragons love to lounge on outcroppings that are lashed by waves and wind-blasted sea spray. Of course, such vantages also allow them to spot passing prey, such as sharks and large squids. Because they inhabit similar territories, topaz dragons and bronze dragons often come into conflict. Duels between the two are always furious and deadly.

Topaz dragons generally dislike intruders, but they prefer to begin any potential confrontation with conversation. They quickly attack intruders who prove either hostile or boring.

A Topaz Dragon's Lair

Topaz dragons spend most of their time on the Elemental Plane of Water. During their brief forays onto the Material Plane, they lair on secluded beaches or caves below the waterline. Even on the Elemental Plane of Water, however, topaz dragons keep their lairs completely dry.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • A wind blows throught the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) bludgeoning damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.

Regional Effects

The region containing a legendary topaz dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

GEM DRAGONS



Ancient Topaz Dragon

Gargantuan dragon, chaotic neutral


  • Armor Class 22 (natural armor)
  • Hit Points 526 (27d20 + 243)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)

  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Deception +13, Perception +16, Stealth +7
  • Damage Immunities cold, necrotic
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 24 (62,000 XP)

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Dehydration Breath (Recharge 5—6). The dragon exhales dehydration that looks like a watery blast in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 88 (16d10) necrotic damage on a failed save, or half as much damage on a successful one.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

GEM DRAGONS



Adult Topaz Dragon

Huge dragon, chaotic neutral


  • Armor Class 19 (natural armor)
  • Hit Points 243 (18d12 + 126)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

  • Saving Throws Dex +5, Con +12, Wis +6, Cha +10
  • Skills Deception +10, Perception +11, Stealth +5
  • Damage Immunities cold, necrotic
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge 16 (15,000 XP)

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Dehydration Breath (Recharge 5—6). The dragon exhales dehydration that looks like a watery blast in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

GEM DRAGONS


Young Topaz Dragon

Large dragon, chaotic neutral


  • Armor Class 18 (natural armor)
  • Hit Points 168 (16d10 + 80)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

  • Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  • Skills Deception +8, Perception +8, Stealth +4
  • Damage Immunities cold, necrotic
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge 10 (5,900 XP)

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Dehydration Breath (Recharge 5—6). The dragon exhales dehydration that looks like a watery blast in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.

Planar Travel. The dragon transports itself to any place in the Inner Planes or back to Material Plane.


Topaz Dragon Wyrmling

Medium dragon, chaotic neutral


  • Armor Class 17 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +2, Con +5, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities cold, necrotic
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Dehydration Breath (Recharge 5—6). The dragon exhales dehydration that looks like a watery blast in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

GEM DRAGONS

Gem Dragon Psionics

Many gem dragons are psionic. The most common disciplines the dragons can innately use (in the form of spells) are listed below.

Ancient Amethyst Dragon

Innate Spellcasting (Psionics). The dragon's spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:


1/day each: invisibility, lesser restoration, suggestion, telekinesis, water walk

Adult Amethyst Dragon

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:


1/day each: invisibility, lesser restoration, suggestion, water walk

Young Amethyst Dragon

Innate Spellcasting (Psionics). The dragon's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:


1/day each: invisibility, lesser restoration, suggestion

Ancient Crystal Dragon

Innate Spellcasting (Psionics). The dragon's spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:


1/day each: charm person, color spray, control winds, suggestion

Adult Crystal Dragon

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:


1/day each: charm person, color spray, suggestion

Young Crystal Dragon

Innate Spellcasting (Psionics). The dragon's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:


1/day each: charm person, color spray

Ancient Emerald Dragon

Innate Spellcasting (Psionics). The dragon's spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:


1/day each: clairvoyance, fog cloud, hold person, invisibility, legend lore

Adult Emerald Dragon

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:


1/day each: clairvoyance, fog cloud, hold person, invisibility

Young Emerald Dragon

Innate Spellcasting (Psionics). The dragon's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:


1/day each: fog cloud, hold person, invisibility

Ancient Sapphire Dragon

Innate Spellcasting (Psionics). The dragon's spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:


1/day each: continual flame, spider climb, stone shape, wall of stone

Adult Sapphire Dragon

Innate Spellcasting. The dragon's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:


1/day each: continual flame, spider climb, stone shape

Young Sapphire Dragon

Innate Spellcasting (Psionics). The dragon's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:


1/day each: continual flame, spider climb

Ancient Topaz Dragon

Innate Spellcasting (Psionics). The dragon's spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:


1/day each: blink, control weather, control winds, feather fall, fog cloud, protection from evil and good

Adult Topaz Dragon

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:


1/day each: blink, control winds, feather fall, fog cloud, protection from evil and good

Young Topaz Dragon

Innate Spellcasting (Psionics). The dragon's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:


1/day each: blink, feather fall, fog cloud, protection from evil and good

GEM DRAGONS


Chamrol

(Varies) Celestial, unaligned (Gargantuan)


  • Armor Class 18
  • Hit Points 1d10+4 Per Foot of Length
  • Speed 0

STR DEX CON INT WIS CHA
17 (+4) 5 (-2) 17 (+4) 14 (+2) 2 (-4) 15 (+3)

  • Saving Throws None
  • Damage Vulnerabilities Acid
  • Damage Immunities Cold, Fire, Radiant, Lighting, Slashing from nonmagical sources
  • Damage Resistances
  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Primordial (Terrain), Celestial
  • Challenge

Magic Resistance. This creature has advantage on saves against spells and magical effects.

Stone Strength Nonmagical weapons that strike this creature make a flat 1d20 save vs DC 16.

False Appearance. While the creature reamin motionless, it is indistinguishable from a natural formed crystal.

Actions

Multiattack. This creature can make 3 attacks to each within 30ft.

Grab & Constrict. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Energy Beam. Recharge (6) Range: 120ft, 60 ft radius; 2hp radiance dmg per 10ft in creature's length. Save Hit 5 (1d6 + 2)


Any adventurer traveling to the border zone between the Positive Material plane and the quasi-elemental plane of Mineral will almost surely encounter one or more chamrols. These-huge creatures grow in profusion throughout this area. Possessing the qualities of plants, animals, and minerals, chamrols are encountered nowhere else, for here they can bask in the pure energy of the Positive Material plane. A chamrol is composed almost entirely of very dense metals, mostly lead (80%); with exteriors that are studded with crystalline outcroppings. One very rare species of chamrol is composed of gold, but such types occur only 1% of the time. The chamrol's mineral roots extend deep into the minerals that permeate the entire quasi-plane. Some sages have claimed that the chamrols' roots extend all the way to the elemental plane of Earth. An average chamrol is 5d100 feet high.

Refferences

Beastiary

The spherical energy pod is yet another bizarre life form native to the fringe area that lies between the Positive Material plane and the quasi-plane of Mineral. Although it is mainly a native of the positive realms, this fairly large creature dwells within the border area storing energy and making occasional forays into the Mineral domains.



Energy Pod

Large Celestial, unaligned


  • Armor Class 20
  • Hit Points 51(8d8 + 5)
  • Speed 30ft. flying

STR DEX CON INT WIS CHA
17 (+4) 12 (-1) 17 (+4) 14 (+2) 2 (-4) 5 (-3)

  • Saving Throws None
  • Damage Vulnerabilities Shatter spell, Acid
  • Damage Immunities Damage by Spell or Magic source, Radiant, Slashing from nonmagical sources
  • Damage Resistances Lightning
  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Primordial (Terrain), Celestial
  • Challenge

Superior Magic Resistance. This creature has advantage on saves against spells and magical effects, and takes only 1/2 damage on failed saves, none on successful saves.

Charges The energy stored within the pod contains (12) 6d4 nodules. When the charges are spent the creature can no longer attack.

Multiarm. This creature can make up to 8 simultaneous Grapple attacks.

Actions

Multiattack. This creature can make 8 attacks on its turn.

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) radiant damage, and uses 1 charge.

Refferences

Beastiary


Glomus

(Small) Celestial, aligned


  • Armor Class 20
  • Hit Points 1 to 10 d10 + 4
  • Speed 35ft. hover (5 ft)

STR DEX CON INT WIS CHA
17 (+4) 5 (-2) 17 (+4) 14 (+2) 2 (-4) 15 (+3)

  • Saving Throws None
  • Damage Vulnerabilities Bludgeoning by Magical Weapons/Sources
  • Damage Immunities Cold, Fire, Radiant, Slashing from nonmagical sources
  • Damage Resistances Lightning
  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Primordial (Terrain), Celestial
  • Challenge

Stone Strength Nonmagical weapons that strike this creature make a flat 1d20 save vs DC 16.

False Appearance. While the creature reamin motionless, it is indistinguishable from a natural formed crystal.

Two Souled. The creature will respawn within 24 hours. To completely destroy it the final strike must deal damage to take it to 0 and then enough to to equal its Max HP.

Actions

Multiattack. This creature can make 3 attacks on its turn.

Slam. Melee Weapon Attack: +(varies) to hit, reach 5ft., one target. Hit (varies) ((hitdie)d6 + 2)


Reactions

Tic Tic Boom. when taken to 0 hp, the glomus explodes dealing (hitDie)d4 Force & (HitDie)d4 piercing) damage to all creatures within 20ft.


The glomus is one of the many unusual creatures encountered on the quasielemental plane of Mineral, and only on the rarest of occasions is it encountered away from its native plane. Appearing to be nothing more than a great compact mass of individual crystals, the glomus flies serenely through the Mineral realm using a form of levitation. This movement is combined with a process similar to a passwall spell, allowing the glomus to travel through any medium that it might encounter.

Refferences

Beastiary


Golem, Pebble (Ioun Stones)

Large Construct, wordy evil


  • Armor Class 24
  • Hit Points 41(1d4 + 5)
  • Speed 36ft.

STR DEX CON INT WIS CHA
17 (+4) 5 (-2) 17 (+4) 14 (+2) 2 (-4) 15 (+3)

  • Saving Throws None
  • Damage Vulnerabilities Shatter spell
  • Damage Immunities Cold, Fire, Radiant, Slashing from nonmagical sources
  • Damage Resistances Lightning
  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Primordial (Terrain), Celestial
  • Challenge

Superior Magic Resistance. This creature has advantage on saves against spells and magical effects.

Stone Strength. Nonmagical weapons that strike this creature make a flat 1d20 save vs DC 16.

Magic Items. The creature possess magical goods which will influence its powers and abilites.

False Appearance. While the creature reamin motionless, it is indistinguishable from a natural formed crystal.

Actions

Multiattack. This creature can make 3 attacks on its turn.

Slam. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 5 (1d6 + 4+(Ioun Stones) and counts as a magical weapon.

Debuff. If the target attacks

A collection of rubble and colorful stones.

Refferences

Beastiary


Swarm of Shards

Medium Celestial, Unaligned


  • Armor Class 24
  • Hit Points 60d6 + 4
  • Speed 40ft. hover (15 ft)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 19 (+4) 5 (-4) 8 (-1) 9 (+0)

  • Saving Throws None
  • Damage Vulnerabilities Shatter spell
  • Damage Immunities Cold, Fire, Radiant, Slashing from nonmagical sources
  • Damage Resistances Lightning
  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Primordial (Terrain), Celestial
  • Challenge

Magic Resistance. This creature has advantage on saves against spells and magical effects.

Stone Strength Nonmagical weapons that strike this creature make a flat 1d20 save vs DC 16 or be destroyed.

False Appearance. While the creature reamin motionless, it is indistinguishable from a natural formed crystal.

Actions

Multiattack. This creature can make 4 attacks on its turn.

Slash. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (3d4 + 2), counts as magical

Color Spray. Recharge (3-6) Bonus Action 30ft Radius:, 12d10 hp affected.



The crystalline shard is one of many minor quasi-elementals on the plane of Mineral. This sentient mineral life form is of low intelligence and is rarely encountered on the Prime Material plane. Shards are, however, occasionally summoned in order to serve as guards for some treasure, almost always gems as they will guard these without hesitation.

In the Mineral plane, these highly mobile crystals can be found skirting the area that lies between the realm of Mineral and the Positive Material plane. Here they absorb the power that gives them life, making forays through the Mineral plane and sometimes traveling to the depths of the elemental plane of Earth. Shards always move about in swarms, the most common group consisting of 2d10 individuals of various sizes (90% chance). Rarely (9% chance), the shards travel in larger swarms, numbering 100 individuals. There are reports of huge groupings with over 1,000 shards, but such groups are very rare (1% chance).



A shard swarm will very rarely be sent to the Prime Material plane on a special mission, usually to seek out any adventurers that may have taken large numbers of gems from the quasi-plane of Mineral. There are also reported sightings of shards over 15ft long, weighing several tons, but these rumors have not been substantiated.

Refferences

Beastiary


Trilling Crysmal

Large Celestial, Unaligned


  • Armor Class 24
  • Hit Points 65(10d8 + 20)
  • Speed 30ft. fly/burrow

STR DEX CON INT WIS CHA
13 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 11 (+1)

  • Saving Throws None
  • Damage Vulnerabilities Shatter spell
  • Damage Immunities Cold, Fire, Radiant, Slashing from nonmagical sources
  • Damage Resistances Lightning
  • Condition Immunities Incapacitated, Unconcious, Stunned,
  • Senses passive Perception 13
  • Languages Primordial (Terrain), Celestial
  • Challenge

Magic Resistance. This creature has advantage on saves against spells and magical effects.

Magic Reflection. If this creature saves against a targeted spell, it instead is bounced back against the caster.

Stone Strength Nonmagical weapons that strike this creature make a flat 1d20 save vs DC 16.

False Appearance. While the creature reamin motionless, it is indistinguishable from a natural formed crystal.

Actions

Multiattack. This creature can make 6 Slashing Leg attacks on its turn.

Slashing Leg. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing, Counts as magic weapon

Spike Shots. Recharge (4-6) Melee Weapon Attack: +4 to hit, range 60/90ft. Hit 2pt STR & DEX; (1d4 + 2);

The trilling crysmal is a close relative of the crysmal (Monster Manual II) and is uncommon in the elemental plane of Earth. In the quasi-plane of Mineral, however, the trilling crysmal is quite common, for here they live in great numbers, hunting along the boundary zone with the Positive Material plane.

In appearance, the trilling crysmal looks very different from a crysmal. It possesses six long, acicular legs radiating from a central crystal mass. Dominating this body is a huge silvery crystal almost 4ft high. The entire creature is exceedingly hard, and only weapons of enchantment or better can inflict damage. Lesser weapons have a 10% chance of shattering upon impact with a trilling crysmal.

The trilling crysmal has two methods of attack. The first is a slashing attack using its razor-edged legs (two at most against each opponent, engaging up to three opponents if surrounded). As a secondary weapon, the trilling crysmal can shoot up to crystal barbs. These crystalline darts have ridged, diamond-hard edges that can penetrate the toughest of armor.

Additionally, these barbs have a devastating side effect. Moments after striking an opponent, the dart shatters into 3d4 sharp splinters. These splinters cause agonizing pain that is so intense that victims temporarily lose points of strength and dexterity.

Such a spell will eliminate all of the splinters within any one victim. As a special defense vs. spells cast directly on the trilling crysmal by characters or from devices, this being employs its great central crystal, Using this crystal as a double prism, this has a chance to reflect any spell cast directly on its body.

This spell reflection does not influence area-effect spells (e.g., cloudkill), unless the center of such a spell is located directly upon the trilling crysmal.

Refferences

Spells

Capture Soul

(Necromancy)
Level: Cantrip
Casting Time: 1 Action
Range: 30 feet
Duration: Up to 1 minute
Components: V, S, M (Empty Soulstone of the correct rating)


At the time this is cast, the caster may either choose a specific target or to remain unspecified. When the target (if specified) or the next creature within range dies, a wisp -- a smoke like ribbon of color streams from the creature to the soulstone the caster is holding.

The Material component is an Empty Soulstone of value of equal or greater rating than the CR rating of the creature whose soul is being captured.


When the soul is captured the gem dimly glows in a hue which is dependant upon what type of creature it was.


Once cast the spell lasts for one minute, after that if a creature's soul is not captured the spell ends without effect.

This spell's can have multiple instances simultaneously when you reach 5th level (2); 11th level (3); and 17th level (4).



Things for the DM to consider:

  • You may wish to consider if Revify requires the soul to have been captured.
  • If two creatures attempt to capture the same soul, who wins? Is it whomever came first? Is it whomever cast most recently?

What I do is initate a magical grapple. Using Arcana as the ability score in place of Athletics. Whomever has the highest roll has gained control of the Soul (Granting advantage
to the caster if the target is friendly towards them).

Refferences | Spells

Appendix of Tables


Item Enchancement Cost
Slot Accommodation Cost
Minor/Small x10
Moderate x20
Major/Large x30
Superior x40

Table 1

Removal Difficulty Check
Gem Type Difficulty (DC)
Minor/Small 26
Moderate 22
Major/Large 18
Superior 14

Table 2

Removal Attempt
Check Result
0 Success! Runestone is safely removed
-1 Runestone removed but scratched¹
-2 Slot/Socket damaged²
-4 Runestone damaged³
-5 Disaster! Runestone shatters⁴
-10 or less Runestone corrupted⁵

Accessory costs

Type Can Hold Cost
Basic 1 Basic (Small) x10
Moderate 2 Basic (Small) or 1 Moderate (Medium) x20
Major 3 Basic (Small); 1 Basic (Small) with 1 Moderate (Medium); 2 Moderate (Medium); or 1 Major (Large) x30
Superior 4 Basic (Small); 2 Basic (Small) along with 1 Moderate (Medium); 2 Moderate (Medium); or up to 1 Superior (Large) x40


Mana Restoration

Class Restores Basic Moderate Major Superior
Artifer Infusion Points 2 1d6 1d4+3 1d6+4
Barbarian Rage 1 2 3 4
Bard Inspiration/Spell Slots 2 or d4 4 or d6 4 and 2d4+2 2d6
Cleric Channel Divine/Spell Slots 1 or d4 2 or d6 1 and 2d4+2 2 and 2d6
Druid Wildshape / Spell Slots 1 or d4 2 or d6 1 and 2d4+2 2 and 2d6
Fighter Action Surge restored restored restored restored
- Battle Master Superiority Dice 1 1 2 2
- Eldritch Knight Spell Slots d4 d6 2d4+2 2d6
Monk Ki 2 4 8 14
Paladin Lay on Hands/Spell Slots 10 or d4 20 or d6 10 and 2d4+2 20 and 2d6
Ranger Spell Slots d4 d6 2d4+2 2d6
Rogue (AT) Spell Slots d4 d6 2d4+2 2d6
Sorcerer Socerer Points/Spell Slots 0/ d4 1 and d6 1 and 2d4+2 2 and 2d6
Warlock Spell Slots 1 1 2 2
Wizard Arcane Recovery/Spell Slots -/d4 1 and d6 1 and 2d4+2 1 and 2d6

APPENDIX | Tables

Appendix of Gemology Terms

Tumbling

The simplest form of gem cutting is tumbling. Rough gem material is put in a tumbler, a revolving barrel with abrasives. Progressively finer abrasives are used until the gem obtains a polish. This process closely resembles what happens to rocks in a stream or on the beach. However, polish levels are much higher.

Cabbing

Cabbing or cabochon cutting is probably the most common form of gem cutting. Cabochons or “cabs” are gems that are cut with a flat bottom and a curved or domed top. If you’ve seen opal or turquoise jewelry, you’ve probably seen cabs. Cutting cabs can be profitable. Depending on the material they’re cut from, cabochons can have significant resale value.

Faceting

Faceting is the cutting style with the greatest profit potential. If you can imagine a diamond in a typical engagement ring, you’re likely visualizing a faceted gem. The surface of that diamond is covered with several geometrically arranged, flat surfaces. Each of these flat surfaces is called a facet. (Some questions, like gems, can also be “multifaceted”).

The purpose of faceting is to bring out the brilliance of a gem. Light entering the stone is reflected off the bottom facets and returned to the viewer. Brilliance shouldn’t be confused with dispersion or fire, which is the multicolored flashes you see coming out of diamonds and some other gems.

Carving

Carving is the most challenging of the lapidary arts. There are very few recognized experts in the field. To succeed at gem carving, you do need a distinctive artistic sense and a thorough understanding of the principles of lapidary. More so than wood or metal, working with gem material presents definite limits to what can be done.

There are several types of carving. One of the best known forms is cameo. These are usually cut from sea shells or agates but can be carved from almost any material. Cabochons are often carved. If the design is cut into the top of a cab, it’s called an intaglio or relief carving. If the design is carved on the back, it’s a reverse intaglio. Some carvings are not designed to be used in jewelry. They are cut simply for their beauty. These are classed as stand alone carvings.

Dispersion

Some gems display flashes of light when held and turned it in the light, which is the result of the dispersion of white light into the separate spectral colors. Dispersion occurs when white light is separated into colour according to wavelength.

Gem Cutting Nomenclature: Facets

Crown

For both cabs and faceted gems, the top is called the crown.

Culet

a culet is a flat face on the bottom of a gemstone. During the 14th century, after the adoption of the table cut, a further facet was added to the bottom of the cut parallel to the surface of the table. The term used for these bottom facets derives from the Latin word for bottom, culus.

Girdle

The widest part of the gem, the part that defines its outline, is called the girdle. Viewed from the side, the girdle is usually fairly thin.

Pavilion

The bottom of a faceted gem is called the pavilion.

Mains

The largest facets are called mains. There are both pavilion mains and crown mains.

Table Facet

The large, horizontal facet on the top, the one that acts as a window into the interior of the gem, is called the table facet.

Break Facets

Adjoining the girdle are the break facets. Their purpose is to scatter light, creating more scintillation. There are both crown and pavilion break facets.

Star Facets

The top row of facets, those next to the table, are called star facets. Along with the other crown facets, they serve to control the entry and exit of light from the gem.

Pavilion Facets

The pavilion facets are designed to reflect the light back to the viewer.

Standard Gemstone Shapes

Rounds and ovals are standard shapes in cabbing.

Rounds, squares, and rectangles are standard shapes in faceting.

Fancy Cabochon Shapes

Fancy cab shaped gems are anything other than a round or oval. They include rectangles, squares, crosses, tear drops, and freeform shapes.

APPENDIX | Gem Terms

Fancy Faceted Shapes

Emerald Cut

A rectangle with the corners trimmed off is called an emerald cut.

Ovals

Ovals are considered fancy shapes for faceting. They take more work to cut than a round.

Hearts and Pears

Heart and pear shaped gems are fancy shapes that take even more work than ovals.

Marquis Cut

Marquis shapes or navettes are long thin gems with gently curved sides that come to points on the ends.

Cushion Cut

Cushions are almost square or rectangular. Their sides are gently curved, like the cushions of a couch.

Shield Cut

A shield is symmetrical from side to side, but not top to bottom. They come in a variety of proportions with different numbers of sides.

Other fancy shapes include, rhomboids, parallelograms, triangles, hexagons, and octagons.

Faceting Styles

There are two basic styles of faceting: brilliant cuts and step cuts. These styles are often combined. Some cuts combine faceting and cabbing.

Brilliant Cut

Examine the round brilliant diagram below left. It has triangular and kite shaped facets. This style is called a brilliant cut.

Step Cut

A step cut features rectangular shaped facets neatly arranged, one on top of the other. The emerald cut, a cut-cornered rectangle shape shown below right, is the most common example of a step cut.

Ceylon Cut

The Ceylon cut has a step cut pavilion and a brilliant cut crown. This is an ancient technique still used in Sri Lanka today. Modern computer studies have shown that the reverse, a step cut crown over a brilliant cut pavilion, will often produce the greatest brilliance.

Barion Cut

The Barion cut was developed by South African diamond cutter Basil Watermeyer. Essentially, it places a round brilliant pavilion into a fancy shaped gem. It usually has a step cut crown as well. This usually results in far greater brilliance than other methods. Interestingly, Mr. Watermeyer invented this cut just before the advent of computer ray tracing programs.

The round brilliant pavilion, compared to other pavilion shapes, offers greater light discipline inside the gem. Barion cuts display a fountain of light effect that is quite striking!

Rose Cut

A gem with a faceted top and a cabbed flat bottom is called a rose cut. Occasionally you’ll see a gem with a faceted pavilion and a domed crown, but this is not a standard method of cutting.

APPENDIX | Gem Terms

Named Cuts

There are standard, well-recognized cuts like round brilliants and emerald cuts. Most faceted gems are simply called by their shape. However, there are many variations within each shape. A triangular gem can have many or few facets, much or little brilliance and scintillation, etc.

Portuguese Cut

The Portuguese cut has several tiers of facets, which create a wonderful display of light. It has more scintillation than almost any other cut. As you can see from the picture, it requires many facets and requires considerable labor. These factors, in addition to the fact that the rough must have greater than normal depth, make this cut something that is used only occasionally.

“No Name” And “New Name” Cuts

Some cuts have no name at all. Sometimes, faceters simply use a cut that fits a piece of rough, something that just “works.” The red gem below is a good example of this. It’s a simple cut with a radiant pavilion.

When the GemCad program was released in the 1980s, people were able to test their gem cutting designs on a computer before taking a stone to a lap. This made it easy for people to create new cuts. Today, there are thousands of new designs. Many of these newly named cuts are simply a means to standardize common techniques. For example, someone may “design” the cut used on this red gem and save it with a computer program. They then have an established method for cutting it that can be referenced and used again. What was once a “no name” cut that just worked for one stone can now become a “new name” cut that could work with other stones.

While most newly named cuts are just variations on standard cuts, some are unique. Indeed, there seems to be no end to the imagination of our lapidaries. There’s no limit to shapes or the number and arrangements of facets. Some new cuts are merging a variety of techniques. Below is a Barion cut gem with a parallelogram outline.

Curved Facets

Flat facets are not the only technique available to today’s gem cutters.

Fantasy Cut

A fantasy cut is a popular style of faceting. This technique uses large pavilion facets. Some simple grooves are used, which are mirrored throughout the pavilion. This ametrine is an excellent example of a fantasy cut gem.

Concave Facets

Hand cutting isn’t the only way to make precise, concave facets. There are now faceting machines that can accomplish this. The gems are first cut traditionally with flat facets. Then, they’re transferred to another machine for an additional set of concave facets. However, the extra labor required for this is so considerable that this technique is unlikely to see widespread use. Nevertheless, as you can see from the picture below, the results are nothing short of spectacular. The brilliance and scintillation exceeds anything that can be done with flat facets alone.


Visual Guide to Coloration

The Following Page contains a visual referrence guide to ornamental gemstone.

APPENDIX | Gem Terms

APPENDIX | Gem Terms

Changelog


9.11.2017 (0.1.0)

  • Added changelog
  • Removed Ioun Stone details
  • Updated Mana Restoration
  • Changed layout order

9.18.2017 (0.2.0)

  • New Flaws/Reduce Flavor text into simple descriptions
  • Edit and Added SoulCapture Graphic
  • Monsters updated

10.31.2017 (0.2.0)

  • Monsters updated



STILL TO DO

  • More of the Quasiplane Adventure sketched out (Mage tower; map etc.)
  • Art examples for a weapon, staff, (commentary on clothing)
  • More artists attribution (inline where possible)
  • Spelling & Grammar

Current Version: 0.2.0

This link takes you to the current version.



FEEDBACK!
  • Have a question?
  • Want to suggest a change?
  • Find an error?

Click HERE

APPENDIX | Tables

Where Credit is Due

This work isn't unique or even very clever, as Piscaso said “Good artists copy, Great artists steal”

While I absolutely won't say I created this content, I wish to give credit to those whose works it was built upon.

Sources:

Pelletier, Len Weak Magic Items for 5e. Who deserves more than a bit of credit.

. . . . in Alphabetical Order


  • Anthony L. (DM Bahamut) , Gem Socketing: How to enhance your weapons In part inspired by Len's work - it is a wonderful source, and i think would make great Ioun Stones, though the powers of the stones can be overly generous.
  • Christian, Paul. The History and Practice of Magic (revised, supplemented, and emendated translation). New York, 1963.
  • Crow, W. B., D.Sc., Ph.D. Precious Stones: Their Occult Power and Hidden Significance (2nd edition). New York, 1980.
  • Dragon Magazine, volumes: 72 (p.14); 83 (p.10); 174 (p.96); 248 (p.40). TSR, years varry
  • Dragsted, Ove. Gems and Jewelry in Color. New York, 1975. From a Danish original.
  • Duazo, Kyle, Gem Enchantments. Also drawing from Len's work, and did a wonderful job formating it.
  • Ed Greenwood, Volo’s Guide to all Things Magical. TSR
  • Fernie, William T. Precious Stones for Curative Wear; and other Remedial Uses; Likewise the Nobler Metals. London, 1906.
  • Glen, the. Mystara Gemstone Dragons. Aug, 2015.
  • Gygax, E. Gary. Dungeon Master's Guide. Lake Geneva, 1979.
  • Kunz, George Frederick. Curious Lore of Precious Stones. Philadelphia, 1913.
  • Melody, Love is in the Earth. Earth-Love Publishing House, Wheat Ridge, Colorado 1995
  • Michael Gienger, Crystal Power, Crystal Healing. Cassell, London 1998
  • Michael Gienger, Healing Crystals The A-Z Guide
  • Uyldert, Mellie. The Magic of Precious Stones. Wellingborough, Northamptonshire, 1981. From the Dutch original Verborgen krachten der edelstenen.
  • J. A. Cipriano, The Ring of Promise
  • Ed Greenwood, Expedition to Undermountain (pg. 215 "Augment Crystals")

Online Sources


https://www.gemsociety.org/article/gem-cutting-terms/

http://www.themagickalcat.com/Articles.asp?ID=240

https://wicca.com/celtic/stones/stonea-e.htm


rEDITOR's Help

Redditor Help

Discord

Entrench#3421


Art is Good

I'm not asking for money for my publication, but... if you like this realize that its in no small part due to the 'feel' of its visual elements.

Please consider supporting these artists on their Patreon accounts where possible, or through PayPal donations.


♦ Soulstone Background Image by ArchAngelis


♦ TeFiti Stone by CrepeThePancake


♦ Runes from openclipart.org -- Sin Miedo & Fortaleza by Juanchox


♦ "I dont know this one" by ArtDeepMind


If you choose not to, then donate to me, and I'll do it on your behalf.

References

OGL License

Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.

The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the Conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of Spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, EverChanging Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, Beholder, gauth, Carrion Crawler, tanar’ri, baatezu, Displacer Beast, githyanki, githzerai, Mind Flayer, illithid, Umber Hulk, Yuan-ti.

All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. The terms of the Open Gaming License Version 1.0a are as follows:

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.


<div style="font-size:10px" 1)Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, Language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2) The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.
3) Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4) Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content.
5) Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.
6) Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7) Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8) Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9) Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10) Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11) Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12) Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13) Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14) Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15) COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
###### 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.
###### ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET , UK.

<div style='margin-top:-30px;left: 'align='left'>

Modular Magical Accessories

. . . or, how to use Runes, Gemstones, Soulstones,
and Glyphs, to build customizable magical goods

©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET , UK.

PLAYER FACING VERSION

Type Powerstone Capacity Cost
Basic 1 Basic (Small) x10
Moderate 2 Basic (Small); or
1 Moderate (Medium)
x20
Major 3 Basic (Small);
1 Basic (Small) with 1 Moderate (Medium);
2 Moderate (Medium); or
1 Major (Large)
x30
Superior 4 Basic (Small);
2 Basic (Small) along with 1 Moderate (Medium);
2 Moderate (Medium); or
up to 1 Superior (Large)
x40