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.


GemstoneRarity of GemResonance ModWeapon EffectArmor Effect
AgateCommon+0+50% Crit Damage+2 to a saving throw of your choice
AzuriteCommon+0+1/+1 to hit/damageDon/doff as an action
MalachiteCommon+0+2 to hitRemove disadvantage on stealth
BloodstoneUncommon+0x2 damage on crits against bloodied creatures+5% Crit Chance while bloodied
CarnelianUncommon+0Critical hits apply the deafened conditionImmunity to deafened condition
ChalcedonyUncommon+0+1d6 damage against creatures that took acid damage this round+ PB Stealth
CitrineUncommon+0+1d6 damage to blinded creatures+PB Slight of Hand
JasperUncommon+0+1d4 damage to poisoned creaturesAdv. on Death Saves
MoonstoneUncommon+1+50% Crit Damage+1 to all saving throws
OnyxUncommon+1+1d4 Thunder damageAdv. vs. thunder damage spells
QuartzUncommon+1+1d6 damage to creatures on fire+PB Athletics
SardonyxUncommon+1+2d6 damage against stunned creaturesAdv. on saving throws against being stunned
Star Rose QuartzUncommon+1+2 to hit when you have advantage+ 2 AC when enemies have disadvantage
ZirconUncommon+1+1d6 damage to creatures slowed by frost+PB Acrobatics
AmberRare+1+1d4 Poison damageAdv. vs. magic that poisons
AmethystRare-1--
ChrysoberylRare+1Creatures you hit cannot heal until the start of your next turnYour maximum hit points cannot be lowered
CoralRare+1+1d8 damage against creatures standing in at least 1in. of water+2 AC when standing in at least 1in. of water
GarnetRare+1+5% Crit Chance+1d4 to initiative
JadeRare+1+1d6 damage against enemies covered in acid+ PB Stealth
JetRare+1Ignore resistance to bludgeoning, piercing, and slashing+10 temporary hit points on short rest
PearlRare+1+1d8 damage to flying enemies+1 AC
SpinelRare+1Add the light propertyRemove the disadvantage on stealth
TourmalineRare+1+1d6 damage to prone enemiesAdv. vs. magic that knocks prone
AlexandriteEpic+2+1d6 Lightning damageResistance to lightning damage
AquamarineEpic+2+1d6 Cold damageResistance to cold damage
Black PearlEpic+2+1d8 damage while flying+ 2 AC
Blue SpinelEpic+2Add the finesse propertyRemove maximum dexterity modifier restriction
PeridotEpic+2+1d6 Acid damageResistance to acid damage
TopazEpic-2--
Black OpalEpic+3+1d8 necrotic damageResistance to necrotic damage
Blue SapphireEpic+3When you score a critical hit, you may make an additional attack for freeYou are immune to critical hits
EmeraldEpic+3+1d8 psychic damageResistance to psychic damage
Fire OpalEpic+3+2d6 fire damageResistance to fire damage
OpalEpic+3+1d8 radiant damageResistance to radiant damage
Star RubyEpic+3+10% Crit Chance+1d8 to initiative
Star SapphireEpic+3+1d8 radiant damageResistance to radiant damage
Yellow SapphireEpic+3+2d4 acid damageResistance to acid damage
Black SapphireLegendary+3Learn and apply all weapon masteries to the weapon+3 AC
JacinthLegendary+3Restore Hitpoints equal to CON modifier on hit1/long rest, becoming bloodied heals you to full hit points
DiamondLegendary+3+3d4 force damageImmunity to force damage
RubyLegendary+3Every 5th hit in combat is a critical hitAdv. on all saving throws