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Gems

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.

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.

  • 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.

GemDamageAlso
Ruby1d4 fireOn a crit, the target burns and takes the fire damage again.
Topaz1d4 lightningOn a crit, the bolt arcs to another creature of your choice within 10 feet of the target, which takes the same lightning damage.
Sapphire1d4 coldThe target’s Speed drops by 10 feet until the start of your next turn.
Emerald1d4 poisonOn a crit, the target has the Poisoned condition until the end of its next turn.
Diamond1d4 radiantOn a crit, the next attack roll against the target has Advantage.
Amethyst1d4 forceWorks even if your attack misses, or the target takes no damage from your damaging spell.
SkullNoneYou regain 1d4 hit points. Hostile targets only.
GemDamageAlso
Ruby1d6 fireOn a crit, the target burns and takes the fire damage again.
Topaz1d6 lightningOn a crit, the bolt arcs to another creature of your choice within 10 feet of the target, which takes the same lightning damage.
Sapphire1d6 coldThe target’s Speed drops by 10 feet until the start of your next turn.
Emerald1d6 poisonOn a crit, the target has the Poisoned condition until the end of its next turn.
Diamond1d6 radiantOn a crit, the next attack roll against the target has Advantage.
Amethyst1d6 forceWorks even if your attack misses, or the target takes no damage from your damaging spell.
SkullNoneYou regain 1d6 hit points. Hostile targets only.
  • 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 slots give the same effect.

GemEffect
RubyYour hit point maximum increases by 4.
SapphireYou can recover one expended level 1 spell slot. Once per long rest.
EmeraldOnce per long rest, when you fail a Dexterity check or saving throw, you can reroll it. You must use the new roll.
AmethystOnce per long rest, when you fail a Strength check or saving throw, you can reroll it. You must use the new roll.
DiamondOnce per long rest, when you fail a Wisdom check or saving throw, you can reroll it. You must use the new roll.
SkullUnless you’re Incapacitated, you can regain 2d4 hit points. Once per short or long rest.
Topaz+1d4 Magic Find.
GemEffect
RubyYour hit point maximum increases by 6.
SapphireYou can recover expended spell slots with a combined level of 2 or less. Once per long rest.
EmeraldTwice per long rest, when you fail a Dexterity check or saving throw, you can reroll it. You must use the new roll.
AmethystTwice per long rest, when you fail a Strength check or saving throw, you can reroll it. You must use the new roll.
DiamondTwice per long rest, when you fail a Wisdom check or saving throw, you can reroll it. You must use the new roll.
SkullUnless you’re Incapacitated, you can regain 3d4 hit points. Once per short or long rest.
Topaz+1d6 Magic Find.
  • 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.