Gemstone Augments
Creating an Augment
Gemstone Augments can be created from most gemstones by infusing it with raw Quintessence and trapping it within the gemstone via an Ayriglass shell. This allows the item to become attunable (if it was not already) and allows flexibility in weapon use. This is an expensive and delicate process often left to a city's quintical. However, a creature proficient with Alchemist's Tools, Tinker's Tools, and Jeweler's tools may attempt it or pieces of it.Creation Process
Each component must be completed individually before they can be combined. Some pieces must be created before others while some are independent. Additionally, different components require active time and inactive time. Active time requires the character to be present and actively involved, any other actions interrupt the process and cause it to fail. Inactive time doesn't require any action from the character but the tools used in the proccess must be left out undisturbed for the process to complete. Jostling or messing with the tools will cause the piece to fail. Some pieces have additional effect if they fail catastrophically (natural 1 on check).- Ayriglass Shell (Glassblower's Tools):
- Material: 100g of Ayrium
- Time: 6 hours (1 Active, 5 inactive): DC 15 + (2/6/8/10 per gem rarity) Intelligence (Glassblower's Tools) check. Piece breaks on failure.
- Failure: Half of materials are lost.
- Catastrophic Failure: If the character rolls a 1 on the check, all materials are lost.
- Gem Faceting (Jewlers's Tools):
- Material: Gem to Augment
- Time: 60 hours (All Active): Every 10 hours of progress roll a DC 10 + (2/6/8/10 per gem rarity) Dexterity (Jewler's Tools) check. On a natural 20, reduce remaining time by 10 hours. Piece failure occurs after two successive failures.
- Failure: Gem is unusable as an augment. Gem loses half its value.
- Augment Created (Tinker's Tools):
- Material: Facected Gem, Ayriglass Shell
- Time: 1 hours (1 Active): DC 12 Dexterity (Tinker's Tools) check. Piece may break on failure.
- Failure: Roll a d20, on a 1 the Ayriglass Shell shatters.
- Augment Infusion (Spellcasting):
- Material: 150g of raw quintessence per rarity level of gem, spell slots equal to rarity level.
- Time: Instant. DC 10 + (2/3/4/5 per gem rarity) Spellcasting check.
- Failure: Spell slots are consumed, but Quintessence is not.
- Catastrophic Failure: If the character rolls a 1 on the check, the quintessence explodes. All creatures in a 30ft. radius take 6d6 force damage for each level of gem rarity. All components are completely and utterly destroyed.
Using an Augment
An augment can be added to any item with a socket for it as an action. An augment can also be removed as an action. Some items may support multiple augments if they have sockets for them.Gemstone Effects
The below table lists known gemstones and their effect when augmented. Theoretically, it is possible to augment any gemstone, though many present little to no practical benefit. The rarity of each gemstone is primarily influenced by the augmentation ability it exhibits. As such, there are probably still useful gemstones with effects to be discovered, but it is an expensive and dangerous process and many quinticals are possesive of new ideas interferring with their business.Gemstone Augments
Gem prices vary by region and availablity of a seller, but a correctly sized gemstone augment is around 10x the normal cost of that gem.
Gemstone | Rarity of Gem | Resonance Mod | Weapon Effect | Armor Effect |
---|---|---|---|---|
Agate | Common | +0 | +50% Crit Damage | +2 to a saving throw of your choice |
Azurite | Common | +0 | +1/+1 to hit/damage | Don/doff as an action |
Malachite | Common | +0 | +2 to hit | Remove disadvantage on stealth |
Bloodstone | Uncommon | +0 | x2 damage on crits against bloodied creatures | +5% Crit Chance while bloodied |
Carnelian | Uncommon | +0 | Critical hits apply the deafened condition | Immunity to deafened condition |
Chalcedony | Uncommon | +0 | +1d6 damage against creatures that took acid damage this round | + PB Stealth |
Citrine | Uncommon | +0 | +1d6 damage to blinded creatures | +PB Slight of Hand |
Jasper | Uncommon | +0 | +1d4 damage to poisoned creatures | Adv. on Death Saves |
Moonstone | Uncommon | +1 | +50% Crit Damage | +1 to all saving throws |
Onyx | Uncommon | +1 | +1d4 Thunder damage | Adv. vs. thunder damage spells |
Quartz | Uncommon | +1 | +1d6 damage to creatures on fire | +PB Athletics |
Sardonyx | Uncommon | +1 | +2d6 damage against stunned creatures | Adv. on saving throws against being stunned |
Star Rose Quartz | Uncommon | +1 | +2 to hit when you have advantage | + 2 AC when enemies have disadvantage |
Zircon | Uncommon | +1 | +1d6 damage to creatures slowed by frost | +PB Acrobatics |
Amber | Rare | +1 | +1d4 Poison damage | Adv. vs. magic that poisons |
Amethyst | Rare | -1 | - | - |
Chrysoberyl | Rare | +1 | Creatures you hit cannot heal until the start of your next turn | Your maximum hit points cannot be lowered |
Coral | Rare | +1 | +1d8 damage against creatures standing in at least 1in. of water | +2 AC when standing in at least 1in. of water |
Garnet | Rare | +1 | +5% Crit Chance | +1d4 to initiative |
Jade | Rare | +1 | +1d6 damage against enemies covered in acid | + PB Stealth |
Jet | Rare | +1 | Ignore resistance to bludgeoning, piercing, and slashing | +10 temporary hit points on short rest |
Pearl | Rare | +1 | +1d8 damage to flying enemies | +1 AC |
Spinel | Rare | +1 | Add the light property | Remove the disadvantage on stealth |
Tourmaline | Rare | +1 | +1d6 damage to prone enemies | Adv. vs. magic that knocks prone |
Alexandrite | Epic | +2 | +1d6 Lightning damage | Resistance to lightning damage |
Aquamarine | Epic | +2 | +1d6 Cold damage | Resistance to cold damage |
Black Pearl | Epic | +2 | +1d8 damage while flying | + 2 AC |
Blue Spinel | Epic | +2 | Add the finesse property | Remove maximum dexterity modifier restriction |
Peridot | Epic | +2 | +1d6 Acid damage | Resistance to acid damage |
Topaz | Epic | -2 | - | - |
Black Opal | Epic | +3 | +1d8 necrotic damage | Resistance to necrotic damage |
Blue Sapphire | Epic | +3 | When you score a critical hit, you may make an additional attack for free | You are immune to critical hits |
Emerald | Epic | +3 | +1d8 psychic damage | Resistance to psychic damage |
Fire Opal | Epic | +3 | +2d6 fire damage | Resistance to fire damage |
Opal | Epic | +3 | +1d8 radiant damage | Resistance to radiant damage |
Star Ruby | Epic | +3 | +10% Crit Chance | +1d8 to initiative |
Star Sapphire | Epic | +3 | +1d8 radiant damage | Resistance to radiant damage |
Yellow Sapphire | Epic | +3 | +2d4 acid damage | Resistance to acid damage |
Black Sapphire | Legendary | +3 | Learn and apply all weapon masteries to the weapon | +3 AC |
Jacinth | Legendary | +3 | Restore Hitpoints equal to CON modifier on hit | 1/long rest, becoming bloodied heals you to full hit points |
Diamond | Legendary | +3 | +3d4 force damage | Immunity to force damage |
Ruby | Legendary | +3 | Every 5th hit in combat is a critical hit | Adv. on all saving throws |