Gems
Introduction
Section titled “Introduction”The Horadrim crafted gems with magical enchantments, allowing special equipment to be imbued with magical properties. The craft was thought to be lost to time, but one clan’s family kept it alive. Griswold is the heir to that legacy, and his life’s work will be his contribution to your noble quest.
Sockets
Section titled “Sockets”Gems do nothing on their own. However, they may be aligned with a hero’s chakras using specialized equipment bearing sockets. Sockets can be calibrated for a user’s head, body, or hand.
Griswold can insert and remove gems, and add a socket to gear that has none, but needs his tools back first.
How sockets work
Section titled “How sockets work”- To use a gem, it must be socketed into an equipped item.
- You may equip three gems in total: one head, one body, and one hand.
- Head gems must be worn near the mind.
- Body gems must be worn near the heart.
- Hand gems must be attached to or held near the hands.
Once on each of your turns in combat, when you hit a creature with an attack or damage it with a spell, you can apply your hand gem to it. You decide each time you hit, so you can save it for a critical hit, which doubles the gem’s dice along with the rest.
Most hand gems deal extra damage.
Chipped
Section titled “Chipped”| Gem | Damage | Also |
|---|---|---|
| Ruby | 1d4 fire | On a crit, the target burns and takes the fire damage again. |
| Topaz | 1d4 lightning | On a crit, the bolt arcs to another creature of your choice within 10 feet of the target, which takes the same lightning damage. |
| Sapphire | 1d4 cold | The target’s Speed drops by 10 feet until the start of your next turn. |
| Emerald | 1d4 poison | On a crit, the target has the Poisoned condition until the end of its next turn. |
| Diamond | 1d4 radiant | On a crit, the next attack roll against the target has Advantage. |
| Amethyst | 1d4 force | Works even if your attack misses, or the target takes no damage from your damaging spell. |
| Skull | None | You regain 1d4 hit points. Hostile targets only. |
Flawed
Section titled “Flawed”| Gem | Damage | Also |
|---|---|---|
| Ruby | 1d6 fire | On a crit, the target burns and takes the fire damage again. |
| Topaz | 1d6 lightning | On a crit, the bolt arcs to another creature of your choice within 10 feet of the target, which takes the same lightning damage. |
| Sapphire | 1d6 cold | The target’s Speed drops by 10 feet until the start of your next turn. |
| Emerald | 1d6 poison | On a crit, the target has the Poisoned condition until the end of its next turn. |
| Diamond | 1d6 radiant | On a crit, the next attack roll against the target has Advantage. |
| Amethyst | 1d6 force | Works even if your attack misses, or the target takes no damage from your damaging spell. |
| Skull | None | You regain 1d6 hit points. Hostile targets only. |
Special rules
Section titled “Special rules”- Hand gems may be applied to any attack or spell as long as the gemmed item is equipped.
- If you equip more than one hand gem, none of them work.
- You may swap between different gemmed items mid-combat.
Head and Body
Section titled “Head and Body”Head and body slots give the same effect.
Chipped
Section titled “Chipped”| Gem | Effect |
|---|---|
| Ruby | Your hit point maximum increases by 4. |
| Sapphire | You can recover one expended level 1 spell slot. Once per long rest. |
| Emerald | Once per long rest, when you fail a Dexterity check or saving throw, you can reroll it. You must use the new roll. |
| Amethyst | Once per long rest, when you fail a Strength check or saving throw, you can reroll it. You must use the new roll. |
| Diamond | Once per long rest, when you fail a Wisdom check or saving throw, you can reroll it. You must use the new roll. |
| Skull | Unless you’re Incapacitated, you can regain 2d4 hit points. Once per short or long rest. |
| Topaz | +1d4 Magic Find. |
Flawed
Section titled “Flawed”| Gem | Effect |
|---|---|
| Ruby | Your hit point maximum increases by 6. |
| Sapphire | You can recover expended spell slots with a combined level of 2 or less. Once per long rest. |
| Emerald | Twice per long rest, when you fail a Dexterity check or saving throw, you can reroll it. You must use the new roll. |
| Amethyst | Twice per long rest, when you fail a Strength check or saving throw, you can reroll it. You must use the new roll. |
| Diamond | Twice per long rest, when you fail a Wisdom check or saving throw, you can reroll it. You must use the new roll. |
| Skull | Unless you’re Incapacitated, you can regain 3d4 hit points. Once per short or long rest. |
| Topaz | +1d6 Magic Find. |
Special rules
Section titled “Special rules”- Head and body effects may stack. A hero may wear the same gem type in both head and body slots and gain the benefits of each.
- Reroll gems can only be used once per check or saving throw.
- If you activate a head or body gem, no other gemmed item may be activated in that slot until the next long rest.