Bloodline of the Spellblade


by Crash Cortez

Blending magical ability and martial prowess into something entirely unique, this this bloodline can use spell and steel to a devastating effect.

background image

bladesinger

 

 


Millennia ago, the First Spellblade Seltyiel shattered his soul to save our world. Those fragments drifted across the lay lines and rooted themselves amongst the races of the world. Soon after, the Mark of the Spellblade started appearing among newborns of all races. It is said that all Spellblades have dreams of Seltyiel’s adventures and can even tap into his ability to Channel his spells through his blade.

These children when found will be sent to one of the Spellblade Orders. Most are trained as a student of one philosophy, blend magical ability and martial prowess into a discipline in which both spell and sword are used to devastating effect. Spending countless hours in the libraries learning the weakness of all manners of beasts and monsters. Knowing when to use fire or cold, could be the difference between life and death. Learning to refocus and augmenting their spells for the upcoming battle.

The few that are unsuccessful or not part of the Order will spend much of their time traveling the world, learning whatever martial or arcane secrets they can find. They’ll learn a new fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.


Sorcerer Bloodline: Spellblade

 

 

Sorcerer Bloodline: Spellblade

As the Spellblade grows in power, they unlock powerful Arcane Strikes and martial prowess that allow them to merge their talents further by adding spell affects to their sword strikes. At the pinnacle of their art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against.

Bloodline Features

Spellblade Spells

You learn additional spells as shown on the Spellblade Spells table. Each spell counts as a sorcerer spell known for you, but it doesn’t count against the number of sorcerer spells you know. If you are part of an Order, that Orders Spell list replaces these.

Spellblade Spells
Spells Caster Level
Armor of Agathys; Shield 1st
Borrowed Knowledge; Mirror Image 3rd
Spirit Shroud; Thunder Step 5th
Elemental Bane; Freedom of Movement 7th
Far Step; Steel Wind Strike 9th

Spell Refocus

You may change your spells from your Spellblade Spells or Order Spells List when you finish a long rest. Changing these spells requires time spent in meditation: at least 10 minutes per spell level for each spell. You can only replace the spells you get from your Spellblade Spells or Order Spells List. These spells must be of the same level. The new spell must be from your Spellblade Spells or Order Spells list and from the following list:

Refocus Spell List
Spells Caster Level
Searing Smite, Thunderous Smite, Wrathful Smite 1st
Ensnaring Strike; Zephyr Strike 1st
Branding Smite; Hold Person 3rd
Blinding Smite; Slow 5th
Fire Shield; Staggering Smite 7th
Banishing Smite; Hold Monster 9th

Martial Training

Your Martial Training grants you the following proficiencies.

Armor:
Light armor, Medium Armor
Weapons:
A single One-handed martial weapon
Skills:
Choose one from Acrobatics or Athletics

Spellcasting Focus

You can use your weapon as a spellcasting focus for your spells.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Eldritch Strike

At 14th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Spell Storing

At 18th level, you can cast a spell into your weapon, that you may activate on a successful hit with that weapon. You can store one spell per long rest. this spell must be 5th level or lower. Only spells with a casting time of 1 action and which target one creature can be stored in the sword. The target of the spell will still make a saving throw for spells that require it.

Zorvir Rolvius

Bladebound

1

Sorcerer Bloodline: Spellblade

 

 


Spellblade Orders

Devotes From different Orders get different Spellblade Spells. These Spellblades will use the Order Spell List instead of the standard Magus Spell List. Here are some sample Orders. Form Black Stone Acolytes to Renegades there should be an Order for just about any play style.

Magus Orders

Order of The Bladebound

More commonly known as the Black Blades, These Spellblades worship a mystical Black Stone. This stone grants Black Blades to some of its followers.

Order of The Bladebound Spells
Spells Caster Level
Armor of Agathys; Shield 1st
Borrowed Knowledge; Mirror Image 3rd
Spirit Shroud; Blink 5th
Elemental Bane; Freedom of Movement 7th
Far Step; Steel Wind Strike 9th

Order of The Hexcrafters

These Spellblades specialize in hexes and curses in combat.

Order of The Hexcrafter Spells
Spells Caster Level
Hex; Shield 1st
Blindness/Deafness; Borrowed Knowledge 3rd
Spirit Shroud; Bestow Curse 5th
Elemental Bane; Shadow Of Moil 7th
Contagion; Far Step 9th

Order of The Spellblade

These Spellblades believe Seltyiel was a living God of Magic. They await the reincarnation and ready themselves for the final war.

Order of the Spellblade Spells
Spells Caster Level
Divine Favor; Shield 1st
Borrowed Knowledge; Magic Weapon 3rd
Remove Curse; Spirit Shroud 5th
Elemental Bane; Freedom of Movement 7th
Far Step; Steel Wind Strike 9th

Order of The Wardens

Conscripted into war or trained to be lawmen and bounty hunters these Spellblades often become mercenaries after their service.

Order of The Wardens Spells
Spells Caster Level
Hunters Mark; Shield 1st
Borrowed Knowledge; Locate Object 3rd
Nondetection; Spirit Shroud 5th
Freedom of Movement; Locate Creature 7th
Far Step; Steel Wind Strike 9th

Renegade Spellblades

These Spellblade might have left an Order or maybe never even joined one. They could be hunted or just making their way through the world. Choose either the Spellblade Spell list or an Order Spell List to use.

2

Magus Orders

 

 

Optional Rules

Optional Bloodline Features

Fighting Style (Optional Feature)

Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense (PHB) :
While you are wearing armor, you gain a +1 bonus to AC.
Dueling (PHB) :
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting (PHB) :
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Superior Technique (TCE) :
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Transmutation Specialist (Optional Feature)

At 1st level you gain Transmuted Spell Metamagic for free and can use it even if you have already used a different Metamagic option during the casting of the spell.

You can use this feature a number of times equal to your Proficiency modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses remaining, you can spend 1 sorcery point to use this feature.

Retaliation (Optional Feature)

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction and spend 1 sorcery point to make a melee weapon attack against that creature.

Counter Strike (Optional Feature)

Starting at 18th level, you can cast Counterspell as a reaction and if the target is within your reach, you may take an single attack on the target if the spell was countered or not.

You can use this feature once, and you regain all expended uses when you finish a long rest. If you have no uses remaining you can expend a 3rd level spell slot or higher to use it again, if used in this way the Counterspell is based off the slot used.

Dispelling Strike (Optional Feature)

Starting at 18th level, when you hit a creature or object that is under the effects of a spell or attack a spell directly (such as an unseen servant or tiny hut), you can attempt to dispel the spell as if you cast dispel magic at a level equal to your highest-level magus spell slot.

You can use this feature once, and you regain all expended uses when you finish a long rest. If you have no uses remaining you can expend a 3rd level spell slot or higher to use it again, if used in this way the dispel is based off the slot used.

Valindra Castien

Valindra Castien

Renegade Spellblade

3

Optional Bloodline Features

 

 


Optional Rules

New feats

Arcane Smite (Optional Feat)

Prerequisite(s) : Ability to cast arcane spells

  • With this feat, you can expend arcane spell slot to inflict more damage with your melee attacks. When you hit a creature with a melee weapon attack, you can expend one arcane spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Mark of the Spellblade (Optional Feat)

The mark of the Spellblade manifests on your hand.

  • You learn two spells from the following list: Ensnaring Strike; Searing Smite, Thunderous Smite, Wrathful Smite; Zephyr Strike. You can cast each of these spells at its lowest level without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Improved Mark of the Spellblade (Optional Feat)

The blood of the Spellblade is strong with in you. Prerequisite(s) : Mark of the Spellblade

  • Increase your Charisma score by 1, to a maximum of 20.

  • You learn the Branding Smite spell and one spell of your choice from the following list: Ensnaring Strike; Searing Smite, Thunderous Smite, Wrathful Smite; Zephyr Strike. You can cast each of these spells at its lowest level without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is Charisma.

Improved Two-Weapon Fighting (Optional Feat)

Prerequisite(s) : 12th level and Extra Attack

When you use a Bonus action for an attack

with your off-hand weapon. You may make

two attacks with your off-hand, instead

of one attack.

Grater Mark of the Spellblade (Optional Feat)

Your mark has grown granting you more spell strike type spells.

Prerequisite(s) : Improved Mark of the Spellblade

  • Increase your Charisma score by 1, to a maximum of 20.

  • You learn the Mirror Image spell and one spell from the following list: Ensnaring Strike; Searing Smite, Thunderous Smite, Wrathful Smite; Zephyr Strike. You can cast each of these spells at its lowest level without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.


Ventress D’Lora Tervass

Order Of The Wardens

4

Optional Feats

 

 

Magic Items


Bag of Bats


Type :
Wondrous Item (bag), very rare

This nondescript black bag appears to be a typical Bag of Holding, capable of holding a substantial volume of items. However, it possesses an additional mystical property.

Bag of Holding

This bag functions as a standard Bag of Holding. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.


Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Summon Bats

Once per day, the bag can be opened with a command word.

When opened, it releases a swirling cloud of bats that form a small swarm. The swarm of bats will follow the commands of the person who opened the bag and can be used for various purposes.

  • The swarm has the statistics of a standard bat swarm as per p. 337 of Monster Manual

  • It will remain summoned for 1 hour, after which it dissipates and returns to the bag.

  • The swarm of bats can be used for distraction, or even combat, providing an interesting tactical advantage.

  • After the swarm dissipates, the bag cannot be used to summon another swarm of bats until the following dusk.

Bal’s Tad Lom

Created for the adventurer Bal. Tad Lom means the Wind Cutter, but when the Bard Othan Vere found the blade hundreds of years later he translated it as Bal’s Cutting Wind, and sadly the name stuck.

Type:
Weapon (Longsword), very rare (requires attunement)
Features :
  • Charges :
    5 changes that replenish each day at dawn.
  • Bonus Damage :
    This weapon deals + 1d8 extra force damage on a hit.
  • Wind Rider :
    Spend 2 charges as an action, you teleport and strike multiple opponents. Choose up to five creatures you can see within 30 feet of you. Make a melee attack against each target. On a hit, a target takes the weapons normal damage and deals an extra 2d8 force damage. After you finish the attack rolls, you then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
  • Wind Strikes :
    Spending one charge all your attacks this round have a range of 20 feet.

5

Magic Items

 

 

Black Blade


Of all the magic swords, the Black Blade is one of the most prized and jealously guarded weapons by the Bladebound. A Black Blade chooses its bearer and remains bonded to that person for life. If the bearer dies, the blade will disappear and reappear in the vault of Shards where the Black Stone Monolith is hidden.

Type :
Weapon (Longsword), rare to legendary (requires attunement by a Bladebound)

A Black Blade serves only one master at a time. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.

A Black Blade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the Black Blade an additional property. The DM chooses each property or determines it randomly on the Black Blade Properties table.

Sentience : A Black Blade is a sentient neutral weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. The Black Stone can see and hear through each Black Blade.

Personality : Every Black Blade purpose is to serve the Black Stone. The weapon is bonded to one owner who shares its ideals, its loyalty is absolute. If a Black Blade has a flaw, it is overconfidence.


Black Blade Properties

d100 Property
01-40 Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the Black Blade already has a +3
41-80 The Black Blade gains a randomly determined minor property (see “Special Features” in the Dungeon Master’s Guide).
81-84 The Black Blade gains the finesse property.
85-86 The Black Blade functions as a defender.
87-90 The Black Blade scores a critical hit on a roll of 19 or 20.
91-92 When you hit with an attack using the Black Blade, the attack deals an extra 1d6 narcotic damage. You regain the narcotic damage back in hit points
93-94 When you hit a creature of a specific type (such as dragon, fiend, or undead) with the Black Blade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder.
95-97 The Black Blade functions as a ring of spell storing.
98-00 You can use an action to call forth a shadow, provided that you don’t already have one serving you. The shadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn’t create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.

Not all Bladebound receive the chance for a Black Blade, this is reserved for those who have proven themselves to the cause.

the Black Stone Monolith

Hidden in the Vault of Shards

6

Magic Items

 

 


Brothers in Blood

These Twin blood stained Longswords were made by The Blood Queen of the Hexcrafters.

Blood Drinker

Type:
Weapon (Longsword), rare (requires attunement)
Feature :
When you hit a creature with this magic weapon, that target takes an extra 1d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain hit points equal to the necrotic damage dealt by this weapon. You cannot exceed your maximum hit points in this way.

Heart Seeker

Type:
Weapon (Longsword), rare (requires attunement)
Feature :
When you crit on your attack roll with this magic weapon, your critical hit deals an extra 2d6 necrotic damage.

Brothers in Blood

When attuned to both Blood Drinker and Heart Seeker they grant you the following :

  • You can attune to both swords as a pair. This only counts as one attunement slot

  • You have a +1 to hit and damage with both swords.

  • Additionally, both weapons have both features of Blood Drinker and Heart Seeker.

the Brothers in Blood

The Blood Queen of the Hexcrafters

7

Magic Items

 

 


Dragon Claw Shield

This simple strip of leather stamped with arcane marks was created by the Artificers Guild as a prize for Lulthiss Striga. Once wrapped around the arm and attuned you can

Type:
Wondrous magic item (Leather Wrap), Very rare (attunement)
Features :
  • Upon command this ring creates an arcane claw that counts as a shield.

  • Wielding the arcane Claw as shield increases your Armor Class by 2. You can benefit from only one shield at a time.

  • You can perform the somatic components of spells with this hand as if it were empty.

  • You gain the use of the Mage Hand Cantrip. When using the arcane claw this way you lose the bonus to AC until it becomes a shield again.

  • You cannot use the arcane claw to wield weapons.

  • Whenever you take the Attack action on your turn, you may as a bonus action attack with the Claw. The arcane claw counts as a finesse weapon and deals 1d6 cold damage. You do not lose the AC bonus when used this way.


Drupilli’s Crown

Type:
Armor (Helm), Very rare (attunement)

This elaborate gold and black steel helm once belonged to the Knight Errant Mortanash Drupilli.

Features :
  • As a bonus action, you can cast the See Invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
  • While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Drupilli’s Skin

Type:
Armor (Plate), Very rare (attunement)

This elaborate gold and black steel Armor, once belonged to the Knight Errant Mortanash Drupilli.

Features :
  • While wearing this + 1 Plate Armor, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.

Lulthiss Striga

Dragon Claw Shield

Mortanash Drupilli

[Drupilli’s Crown and Skin ]

8

Magic Items

 

 


Sea Legs

Domingo was a great swordsmith, but he remained obscure because he disliked dealing with the rich and privileged. Every day a nobleman, a Count, asked him to forge a sword. Domingo would always say no. Domingo needed the money to get medicine for his daughter, so he finally relented. Domingo labored over this magic sword for a year. When the Count returned, he would not pay his promised price. Thus, Domingo refused to give him the sword, because the Count could not appreciate the great work of the sword.

Domingo’s Daughter begged the count to spare her father. The Count then promptly killed Domingo. The Count spared the daughters’ life and allowed her to keep the sword. Domingo’s Daughter vowed revenge.

Years went by as she trained to become the greatest Swordsman known to the seas. Later she got that revenge when, Domingo’s Daughter ship plundered the Counts vessel at sea. He offered her anything she wanted. all she said before you thrust the blade into his chest was. “I want my father back, you son of a bitch.”

Type:
Weapon (Rapier), rare (requires attunement)
Feature :
  • You have advantage on acrobatic checks made while attuned to this weapon.
  • While on open water such as a lake, sea, or the ocean you have a + 1 to hit and damage with this sword and always know which way is north.

Skavakar’s Deathward Armor

Skavakar, a power-hungry warlord, donned the infamous Deathward Armor, rendering him nearly invincible on the battlefield. However, in his unrelenting quest for dominance, the armor ultimately devoured his soul, leaving behind only an empty husk as a chilling testament to the price of unchecked ambition.

Type:
Armor (heavy), very rare (requires attunement)
Feature :
  • This armor grants you an additional +1 AC bonus. While wearing this armor, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead. Once this reaction is used, it can’t be used again until the next dawn. Alternately you may use this ability again, but if you do you count it as 1 failed death save. These stack with normal death saves and if you have three failed death saves and 0 hit points you die at the start of your next round.
  • If you die while wearing this armor you body vanashes, as the armor claims your soul. Only a wish can restore you to life.
Domingo’s Daughter

Brandishing Sea Legs

9

Magic Items

 

 

Slot System

Each weapon and piece of armor has a specific number of slots available for slot gems. This number can vary based on the rarity and type of the item.

Slots on weapons can be used for offensive or utility gems, while slots on armor can be used for defensive or utility gems. Staves can use utility gems.

The number of slots an item has depends on its rarity: common (1 slot), uncommon (2 slots), rare (3 slots), very rare (4 slots), legendary (5 slots).

Slot Gems

Slot gems come in various types, each providing different bonuses or abilities. These types can include damage gems, elemental gems, utility gems, and so on.

Each slot gem has a rarity, which determines how powerful the effect it grants is. Slot gems can be found as loot, purchased from vendors, or obtained through crafting.

Equipping Slot Gems

To equip a slot gem, a character must have a compatible item with an available slot. The gem must be of a rarity equal to or lower than the rarity of the item. The character can only equip one gem of each type in a single item (e.g., a weapon can have one damage gem, one elemental gem, and one utility gem). Equipping a slot gem requires a short rest or some other in-game mechanism, such as a blacksmith’s assistance.

Activating Slot Gems

Slot gems require attunement to function properly. A character must attune to an item with equipped slot gems just as they would with any other magical item. Once attuned, the character can activate the effects of the equipped slot gems during combat as a bonus action.

Game Balancing Considerations

Be cautious about game balance when introducing this system, as it can lead to powerful character customization. Consider limiting the total number of slot gems a character can use at a given time. Ensure that the slot gems don’t overshadow other character abilities or character classes.

Unequipping Slot Gems:

Unequipping slot gems should not be too convenient, as it might lead to players constantly swapping gems to suit specific situations. Here are some rules to make the process meaningful: a. Downtime Activity: Unequipping a slot gem should be a downtime activity, requiring a certain amount of time and access to the appropriate tools or facilities. The time required can vary based on the rarity of the gem and the complexity of the item. For example, it might take an hour to remove a common gem from a weapon and a full day to remove a legendary gem from a suit of armor.

Gem Preservation

Consider allowing a gem to be preserved during the unequip process if a player specifies a desire to keep it intact. In this case, the character might need to make a more difficult skill check and spend additional time.

Skill Check

When a character wants to unequip a gem, they may need to make a skill check. The DC of the check can depend on the character’s proficiency with the tools required for gem removal (e.g., jewelers’ tools or blacksmith’s tools). A successful check indicates that the gem is removed without damage. A failed check might result in damage to the gem, rendering it less effective or even completely unusable.

10

Slot System

 

 

Slot Gems

Risk of Destruction

The process of removing slot gems should carry some risk. If a character fails the skill check or rushes the removal process, the gem could be destroyed, making it unrecoverable. This risk encourages players to carefully consider when and how they want to unequip gems.

Costs

Characters might also need to pay a fee to skilled craftsmen or artificers for gem removal services. The cost can vary depending on the rarity of the gem and the complexity of the item.

By implementing these rules, unequipping slot gems becomes a meaningful choice that requires planning and resource management, preventing players from constantly swapping gems on a whim while still providing flexibility for character customization.

Common Gems

Remember that the power level of these gems can vary, and you should adjust them based on the rarity of the gem and the slot they are used in. Also, consider how these gems might interact with other abilities and magic items in your campaign to maintain game balance.

Common Damage Slot Gems:

Ruby of Flame (Common):
This gem adds 1d4 fire damage to your weapon attacks.
Sapphire of Frost (Common):
This gem adds 1d4 cold damage to your weapon attacks.
Emerald of Venom (Common):
This gem adds 1d4 poison damage to your weapon attacks.
Diamond of Brilliance (Common):
This gem adds 1d4 radiant damage to your weapon attacks.

Common Elemental Slot Gems:

Topaz of Shock (Common):
This gem allows you to cast a Chromatic Orb (Lightning damage at 1st level) spell once per day when equipped on a weapon.
Opal of Gale (Common):
This gem grants you the ability to cast a Gust of Wind spell once per day when equipped on armor.
Onyx of Earthquake (Common):
This gem lets you cast the Earth Tremor spell once per day when equipped on a staff.
Aquamarine of Tides (Common):
This gem allows you to cast Create or Destroy Water once per day when equipped on armor.

Common Utility Slot Gems:

Amethyst of Invisibility (Common):
This gem grants the wearer the ability to cast invisibility once per day when equipped on armor.
Obsidian of Blindsight (Common):
This gem grants 30 feet of blindsight when equipped on armor.
Citrine of Agility (Common):
This gem grants the wearer a +1 bonus to Dexterity Saving throws when equipped on armor.
Pearl of Healing (Common):
This gem allows the wearer to cast cure wounds (1st level) once per day when equipped on armor.

Common Defensive Slot Gems:

Amber of Warding (Common):
This gem provides a +1 bonus to AC when equipped on armor.
Jade of Resilience (Common):
This gem grants the wearer resistance to one type of damage (chosen at the time of equipping) when equipped on armor.
Turquoise of Aegis (Common):
This gem allows the wearer to use a reaction to reduce incoming damage by 2d6 once per day when equipped on armor.
Garnet of Regeneration (Common):
This gem grants the wearer the ability to regain 1 hit point per round when equipped on armor.
Relic the Spellblade

[ Warforged slotted for War]

11

Slot System

 

 

Slot Gems

Uncommon Damage Slot Gems:

Flameforged Ruby (Uncommon):
This gem adds 1d6 fire damage to your weapon attacks.
Frostforged Sapphire (Uncommon):
This gem adds 1d6 cold damage to your weapon attacks.
Toxic Amethyst (Uncommon):
This gem adds 1d6 poison damage to your weapon attacks.
Radiant Shard (Uncommon);
This gem adds 1d6 radiant damage to your weapon attacks.

Uncommon Elemental Slot Gems:

Stormcaller Topaz (Uncommon):
This gem grants you the ability to cast Lightning Bolt (3rd level) once per day when equipped on armor.
Aquamancer’s Opal (Uncommon):
This gem allows you to cast Tidal Wave once per day when equipped on armor.
Stoneheart Onyx (Uncommon):
This gem grants you the ability to cast meld into stone once per day when equipped on armor.
Zephyr Sardonyx (Uncommon):
This gem allows you to cast Haste once per day when equipped on armor.

Uncommon Utility Slot Gems:

Shifters Chrysolite (Uncommon):
This gem grants the wearer the ability to cast the Alter Self spell once per day when equipped on armor.
Obsidian Veil (Uncommon):
This gem allows the wearer to cast Darkness once per day when equipped on armor.
Nimble Citrine (Uncommon):
This gem grants the wearer a +2 bonus to Dexterity Saving throws when equipped on armor.
Amber Elixir (Uncommon):
This gem allows the wearer to cast the Cure Wounds spell (2nd level) once per day when equipped on armor.

Uncommon Defensive Slot Gems:

Stalwart Amber (Uncommon):
This gem provides a +2 bonus to AC when equipped on armor.
Jade Guardian (Uncommon):
This gem allows the wearer to use a reaction to gain resistance to a single attack once per day when equipped on armor.
Turquoise Guardian (Uncommon):
This gem grants the wearer the ability to cast Shield once per day when equipped on armor.
Healer’s Garnet (Uncommon):
This gem allows the wearer to regain 2 hit points at the start of their turn when equipped on armor.

Rare Damage Slot Gems:

Inferno Ruby (Rare):
This gem adds 1d8 fire damage to your weapon attacks.
Glacial Prism (Rare):
This gem adds 1d8 cold damage to your weapon attacks.
Venomheart Emerald (Rare):
This gem adds 1d8 poison damage to your weapon attacks.
Radiant Sunstone (Rare):
This gem adds 1d8 radiant damage to your weapon attacks.

Rare Elemental Slot Gems:

Lightning Garnet (Rare):
This gem grants the ability to cast Lightning Bolt (3rd Level) once per day when equipped on armor and provides resistance to lightning damage.
Aquaquartz Shard (Rare):
This gem allows you to cast Control Water once per day when equipped on armor and grants the ability to breathe underwater and swim at an increased speed.
Earthen Granite (Rare):
This gem grants you the ability to cast Move Earth once per day when equipped on armor and provides resistance to bludgeoning damage.
Galeforce Topaz (Rare):
This gem allows you to cast Control Winds once per day when equipped on armor and grants resistance to thunder damage.

Rare Utility Slot Gems:

Ephemeral Opal (Rare):
This gem grants the wearer the ability to cast the greater invisibility spell once per day when equipped on armor.
Obscure Onyx (Rare):
This gem allows the wearer to cast the Shadow Of Moil once per day when equipped on armor and grants darkvision.
Nimble Citrine (Rare):
This gem grants the wearer a +3 bonus to Dexterity Saving throws when equipped on armor and the ability to take one additional reaction each round.
Vitalizing Pearl (Rare):
This gem allows the wearer to cast Mass Cure Wounds once per day when equipped on armor and provides immunity to disease and poison.

12

Slot System

 

 


Rare Defensive Slot Gems:

Amber Ward (Rare):
This gem provides a +3 bonus to AC when equipped on armor and grants the ability to cast shield once per day.
Jade Guardian (Rare):
This gem allows the wearer to use a reaction to gain resistance to all damage from a single source once per day when equipped on armor.
Sapphire Aegis (Rare):
This gem grants the wearer the ability to cast Stoneskin once per day when equipped on armor and provides resistance to force damage.
Healer’s Garnet (Rare):
This gem allows the wearer to regain 2 hit points at the start of their turn when equipped on armor and grants advantage on death saving throws.

Legendary Damage Slot Gem:

Eternal Flame Ruby (Legendary):
This gem adds 2d8 fire damage to your weapon attacks and + 2 to hit and damage.

Legendary Elemental Slot Gem:

Tempest Opal (Legendary):
This gem grants you the ability to cast Call Lightning (6th level) once per day when equipped on armor and provides immunity to lightning and thunder damage.

Legendary Utility Slot Gem:

Ethereal Amethyst (Legendary):
This gem grants the wearer the ability to cast Etherealness once per day when equipped on armor and provides permanent advantage on saving throws against spells.

Legendary Defensive Slot Gem:

Aegis of the World Jade (Legendary):
This gem grants the wearer resistance to all damage types and the ability to cast Globe of Invulnerability once per day when equipped on armor.

Slot System Notes

Incorporating slot gems into your campaign adds a layer of complexity and richness, empowering players to make strategic choices while also creating memorable adventures and challenges for them to overcome.

Unlocking Creativity:

Slot gems encourage players to think creatively, finding synergies between their gems and character abilities, contributing to a dynamic and engaging gameplay experience.

Balancing Power and Challenge:

As a Dungeon Master, it’s crucial to strike a balance between the power of slot gems and the challenges required to acquire them, ensuring that players are rewarded for their efforts without breaking the game’s balance. The gems listed here are just some examples of teh gems that can be made for your campain.

Story and Quest Opportunities:

Slot gems can serve as quest objectives or pivotal points in the campaign’s narrative, creating opportunities for immersive storytelling and memorable moments.

Campaign-Shaping Artifacts:

Legendary slot gems, in particular, have the potential to become campaign-shaping artifacts, introducing epic quests and world-altering choices.

Versatile Customization:

Slot gems allow players to tailor their equipment to suit their character’s playstyle and objectives, promoting a more personalized and enjoyable experience.

Sapphire Aegis

Rare Slot Gem

13

Slot System