Stones of Elemancy (5e Equipment)
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Wondrous item, Very rare (Attunement required if 6 or more are worn at a time, to a limit of 20 per attunement slot) Magically infused gemstones, these rocks seem to compound when multiple of the same type are present. At about 1 inch large, the stones can be either worn socketed into jewelry, or other equipment; or encrusted into weaponry. Worn stones provide a unique buff, that increases with more present. Encrusted into weapons, however, they transform 1 point of the weapon's damage into the associated stone's type, per stone. Changed damage cannot exceed half of damage dealt by an attack. There must be space on the weapon to actually encrust the gemstone in. Trying to put 5 stones on a dagger, for example, is just not practically possible.
Amber. Fire/Homeostatic. Each stone of this type protects the body from extreme environmental conditions. With each stone, the time it takes for you to become affected by extreme conditions increases by 1 round per stone.
Amethyst. Force/Flux. Each stone of this type slightly improves one's ability to recover from bad rolls on checks or saving throws. On a roll of 10 or lower, 1 stone adds a +1 to the roll. This improves to 15 or lower for 2 stones, 18 or lower for 3, and 19 or lower for 4. With 5 stones, all rolls for checks/saves gain an extra 1d4 bonus to the roll.
Aquamarine. Thunder/Surefooted. Each stone of this type seems to keep one upright. Gain +1 to acrobatics checks per stone.
Emerald. Poison/Bodily Health. Each stone of this type slightly improves one's bodily function. Each stone provides a +1 bonus to maximum HP.
Garnet. Acid/Bolstered Mind. Each stone of this type seems to improve one's courage. Each stone delays mental-based conditions (like frightened, or charmed) by 1/2 of one round per stone, rounded up.
Onyx. Necrotic/Blindsight. Each stone of this type grants blindsight in a range that increases by 1 foot per stone.
Opal. Radiant/Enlighten. Each stone of this type can cause one to glow 'grossly incandescent'. Each stone causes you and your equipment to glow in a radius of 1 foot bright light and 1 foot dim light per stone, activated/deactivated as a bonus action.
Topaz. Lightning/Slowed Fall. Each stone of this type reduces your rate of descent. Each stone extends falling distance by 5 feet before the falling damage calculation can begin.
Turquoise. Psychic/Telepathy. Each stone of this type causes one to be able to broadcast their thoughts. With 1 stone, gain short-range telepathy that affects all creatures who are within 1 foot of your head. This telepathy relies on the fact that a creature knows the language you use to broadcast your thoughts. The range increases to 2.5 feet for 2 stones, and doubles per stone until 5 stones(20 feet at 5).
Sapphire. Cold/Breath. Each stone of this type causes one to be able to hold their breath for extended periods of time. With each stone, the time it takes before you start suffocating increases by one minute per stone.
Stones of different types compound separately, not together. If you have 10 stones of two types, they do not cause the 20-stone benefit of both types - you would just have the 10-stone benefit of both types.
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