Crystalline Invoker Document in Ah'shi'berö | World Anvil
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Crystalline Invoker

Crystalline Invoker

Requirements: Level 4, at least 3 levels in an arcane spell caster class, Int of 14, Prof in Arc-Gems, Jeweler's Tools, or Gemstone related tool, A Semi-precious Invoking quality stone worth at least 10 GP, Someone to teach you.  

Class Features-

Crystalline Invokers, gain the following class features.  

Hit Points-

Hit Dice: 1d8  

Proficiencies-

  Armor: Light Armor   Weapons: Simple weapons   Tools: Arc-Gems, Jeweler's Tools, or Gem Related Tool   Saving Throws: Int or Con   Skills: Arcana, Nature, or Perception   1st: Lesser Invoking, Crystalline Link   2nd: Crystalline Body, Crystalline Resolve, Continued Arcane Casting   3rd: Greater Invoking, Crystalline Bond   4th: Crystalline Call, Crystalline Repair, Continued Arcane Casting   5th: Major Invoking, Crystalline Expertise, Crystalline Familiar    

Spellcasting-

  Invoking Ability: Spell save DC = 8 + your proficiency bonus + stone modifier   Spell attack modifier = your proficiency bonus + the spell casting Stat of your base arcane class   If you had more than one Arcane spell casting class before becoming an Invoker you can choose which stat you use. This choice cannot be changed.   Stone Modifier:   Lesser Simi-Precious Stones: 1   Greater Simi-Precious Stones: 2   Major Simi-Precious Stones: 3   Lesser Precious Stones: 4   Greater Precious Stones: 5   Major Precious Stones: 6    

Lesser Invoking:

Using the properties of Alchemical Spiritualism you can Invoke the power within Simi-precious stones. Starting at level 1 you can, as an Action unless otherwise noted, Invoke a stone. When Invoking a stone you activate the stone's Shine effect. You must be wielding the stone to Invoke it. Only un-cracked Simi-precious stones of at least 10gp can be used in Lesser Invoking. When a stone is Invoked to Shine it produces bright light in a 5-foot radius and dim light for an additional 5 feet for 6 seconds. The light shining from the stones is considered magical for the purpose of overcoming in world effects or spells such as Darkness.  

Crystalline Link:

From your understanding of Alchemical Spiritualism you have learned how to link your aura with the stone's properties. Starting at lvl 1 you may link yourself with stones you have Invoked. This process takes 1 hour and a successful DC 10 Concentration check. You may be linked to a number of stones that you have Invoked equal to your Proficiency Bonus.   While linked to a stone you gain its Link effect. You can unlink from a stone by spending a bonus action. Anti-magic fields will break this link unless the linked mage succeeds in a Concentration check for each linked stone affected. The DM determines the DC score by the power of the anti-magic field. If the stone you are linked to is Shattered or damaged to the point that that it cannot be Invoked the link is broken. When your Link is broken the stone’s Link effect stops immediately. If you fail the Linking Concentration check you cannot attempt to Link to that stone again until you finish a Short or Long Rest.   You remain Linked to a stone while asleep or unconscious. If you die you unlink automatically. If your soul is sent to another plane of existence you are still linked, but can’t use the shine or shatter abilities until your soul is back in the same realm as the stones.   If while Linked to a stone the stone’s Shine or Shatter effect does the same effect as the Link effect the effects do not Stack. The Link effect supersedes the Shine effect for the one Linked to it. Even if the Shine or Shatter effect is better.   (Example: Citrine Link: Add 10ft to your base movement speed during the first round of combat. If the first round of combat is a surprise round you or one of your allies started, add 20ft instead. Shine: All creatures within the stone’s light when Invoked gain 10ft to their base movement speed during the first round of combat for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   In this case if the Invoker used the Shine effect while Linked to Citrine their movement would not increase by 20ft.)   An Invoker may only Link to one type of Stone at a time even if that stone has subtypes denoted by a “:”.   (Example: Jade: Black Link: Once per long rest, gain Immunity to the first Necrotic damage taken. Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Necrotic damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest. Jade: Blue Link: Once per long rest, gain Immunity to the first Cold damage taken. Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Cold damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   While the effects are different in that they give Immunity and Resistance to different elemental types they are both still Jade and an Invoker can only be Linked to one of a type of stone at a time.)  

Continued Spell Casting:

While your arcane focus has continued down a different path than before you still continue to hone your understanding of arcane magics. Starting at level 2 you are considered 1 level higher in one Arcane spell casting class that you had before gaining this level in Crystalline Invoker when determining spells per day, spells known, and the level of spells known for that class. This increases by 1 at level 4.   (Example: If your character had 5 levels in Sorcerer when they took their second level in Crystalline Invoker they are considered to be a level 6 in sorcerer when determining spells per day, spells known, and the level of spells known for that class. This increases by 1 at level 4. If they gain a level in Sorcerer going from level 5 to level 6 the increased Continued Spell Casting spell levels remain. A character that went from Sorcerer level 5 to 6 after getting 5 levels in Crystalline Invoker would be casting Sorcerer spells as if they were a level 8 Sorcerer because they got 2 levels of Continued Spell Casting. However, they are still level 6 when determining other Sorcerer aspects such as Sorcerer Hit Dice, Blood line features, etc.)  

Crystalline Body:

As your bond with the magic in the stones increases your body changes in response. Parts of your skin hardens and changes to look and feel like the stones you are linked too. Starting at level 2 you gain a +1 to your AC for every 2 stones you are Linked with.   (Players are encouraged to describe how their skin changes. From simple “sleeves” of rough uncut stone or fancy almost scale like gemstone patters of stone down their backs. The only requirement is that it looks like the stones they are Linked to.)  

Crystalline Resolve:

Starting at level 2 when you make a Saving Throw you can Shatter one stone you are Linked to in order to reroll the dice. You can do this after your first roll, but before the DM gives the results. You must take the result of the reroll even if it is worse. You can do this once per Long Rest. You cannot use this on Death Saving throws.  

Greater Invoking:

  Starting at level 3 you can now Invoke from Precious Stones worth at least 500 GP. Precious stones have much more magic held within them. Skilled Invokers can make this power surge, but at great cost. Starting at level 3 you can now choose to activate the Shatter effect of Precious Stones. When a stone is Invoked to Shatter it destroys the stone. Shattering produces twice the amount of light that Shine does.   It also produces a shattering sound that can be heard by everyone, who can hear, within 10 feet baring inworld barriers. Those 15 feet away must make a DC 10 Perception check, plus any additional in world modifiers, to hear it. For each additional 5 feet increase the DC by 5. Shattering does not harm anyone or anything nearby unless the stone's Shatter effect says otherwise.  

Crystalline Bond:

Your bond with the power of the stones that you are Linked to has increased to such a degree that you no longer need to have them on your person to Invoke them. You may Invoke from Linked stones as if you were wielding them so long as you have a free hand and the stone is within 10xprofeniecy bonus feet of you. You can still only Invoke from 1 stone per Invoking action.   Should you have the proper resources available you may also spend 1 hour and make a DC 13 Jeweler's Tools ritual to affix a Linked stone to an item such as a sword, shield, armor, ring, etc. While wielding/wearing that item you can Invoke from that Linked stone as if you had a free hand. Failing the attempt to affix the stone does not harm the stone or the object and only loses time.   You may affix a stone to a larger item such as a door, chair, statue, or pillar, but you need a free hand to Invoke them.   You cannot affix a stone to an object within an anti-magic field or to an object that is naturally anti magical.  

Crystalline Call:

You may, as a bonus action, call any one item affixed with a stone that you are Linked as long as that item is within 10xprofeniency bonus feet from you, and you would be able to lift the item without needing to make a Strength or Athletics check. The item returns to whatever part of your body it would normal be used with. Your head if it is a hat or helmet, hand if it is a sword or quill, or finger if it is a ring, etc.   You can put a stone on armor, however only the part of the armor that the stone is affixed to will come to you. If you affix a stone on the chest plate of a full set of plate armor only the chest plate will be called to you, though it will still “put itself on” as you would normally wear it if you are capable of doing so. The item has a flight speed of 30 feet per round and moves in a straight line. However, it can make small adjustments to fit comfortably without harming the Invoker. A helm would arc up and sit directly on the head of the Invoker, slowing down at the last moment, even if at an odd angle when called.  

Crystalline Repair:

You may attempt a magical ritual to repair a stone bringing back its true brilliance. If you have a cracked or broken stone unsuited for Invoking you may spend 1 hour and GP equal to the value of an Invoking quality version of that stone, minus the amount the broken one is worth, to make a DC 12 + Stone Mod Jeweler's Tools check to repair the stone making it of Invoking quality. On a failed save the stone is destroyed.    

Major Invoking:

You may, once per long rest, Invoke two stones with one Standard Action.    

Crystalline Expertise:

You gain expertise in Jeweler's Tools or a Gem related tool of your choice.  

Crystalline Familiar:

You gain a familiar of living Simi-precious or Precious stone. The familiar can be any familiar from a familiar list of an Arcane class and keeps all its normal effects and abilities. Except it is now made of one Simi-precious or Precious stone from the Crystalline Invoker stone list that the Invoker has Invoked from in the past 24 hours. You are considered Linked to that Stone with no Distance requirement so long as the Invoker and the Familiar are on the same plain of existence even if within an Anti-Magic field. Unless that field is strong enough to separate a Familiar from its master. This Link does not count towards the total number of stones you can be Linked to.   The familiar gains the Shine ability of that stone and can use it once per long rest. It can use the Shatter effect of the stone it is made of, but doing so will cause the Familiar to drop to 0 Hit Points and must be re-summoned. The Invoker also loses the Link effect of the Familiar stone.   You can re-summon the familiar by spending time, money, and a DC 15 Jeweler's Tools ritual to bring it back. The ritual takes 6 hour if the familiar is made of Simi-precious stone or 24 hours if it is made of Precious stone and requires stones it is made of equal to half the base cost of an Invoking Quality Stone of that type. You can perform this ritual only once per long rest.   If you want to change which stone your familiar is made of you can by completing a DC 15 Jeweler's Tools ritual that takes 1 hour and a Invoking quality stone of the same type as the type of stone you want your Familiar to change into. The stone is consumed upon successful completion of this ritual. This spell cannot change what type of familiar it is, only what type of stone it is made out of. If you fail the DC of the ritual to change your familiar's stone type the stone you used gains the Cracked condition. You can only preform this ritual once per long rest.   If you already had a familiar it becomes a Crystalline Familiar version of that familiar.  

Stone List:

(When determining if a Stone is of Invoking Quality the DM should decide if the stone is in good enough condition to be used in Faceting or large enough that a raw uncut version can be clearly determined to be the stone in question and would be worthy of being on a noble’s ring or crown. A fleck of a diamond would not be of Invoking quality, but a solid piece that could be cut down and placed into a ring would be, even if it is in its raw state should it be of high enough quality. Stones need to be separated from the basic rock they are around to be used. An emerald with a bit of normal rock on one end is fine to use should it be of invoking quality, but a rock the size of your fist with a tiny emerald in it is not even if the tiny gemstone would be of invoking quality.)   (Invoking quality stones are of a higher quality than normal. As such it is recommended that the DM increase the base price of the stones to at least 1.25 their normal cost, but no more than twice as expensive. Also factoring in supply & demand of where the PCs are in the world, if the stone is already cut, difficulty of cutting, in an object etc.)  

Lesser Simi-precious stones-Base Value: 10 GP

  Agate   Link: +1 to concentration checks vs non magical mental effects and distractions.   Shine: All creatures within the stone’s light when Invoked make a Wisdom saving throw. On a failed save reduce Rage by one round. A creature can only be affected from this type of stone’s effect once per long rest. This stone cannot Link to, and effect, Evil creatures.   Azurite   Link: +1 to checks to escape bonds.   Shine: All creatures within the stone’s light when Invoked gain +1 to sight-based Perception checks for 1 minute. A creature can only benefit from this type of stone’s effect once per long rest.   Hematite   Link: Gain Advantage on Insight checks vs verbal deception, on a failed check gain Disadvantage on all Insight checks vs that target for 1 hour.   Shine: All creatures within the stone’s light when Invoked gain +1 to Wisdom saving throws vs magical mental effects to alter your state of mind. A creature can only benefit from this type of stone’s effect once per long rest.   Lapis lazuli   Link: +1 AC when being attacked by a spell, weapon, or power that does Radiant or Necrotic damage. +1 to saving throws vs positive or negative energy spells and abilities.   Shine: All creatures within the stone’s light when Invoked may make another save vs ongoing energy effects affecting them. A creature can only benefit from this type of stone’s effect once per long rest. This stone can not Link to, and does not affect, Evil creatures.   Malachite   Link: +1 on Investigation rolls on topics you little to nothing about.   Shine: All creatures within the stone’s light when Invoked gain +1 on attempts to attune with nature for 1 hour. A creature can only benefit from this type of stone's effect once per long rest.   Obsidian   Link: Make an Intelligence saving throw vs fear. On a failed save gain the Frightened condition towards everyone within 50 ft while linked. On a successful save choose one creature type. Gain +2 on saves vs fear effects from that creature type.   Shine: All creatures within the stone’s light when Invoked make a Wisdom saving throw vs fear. On a failed save, become Frightened of the Invoker for 1 round. A creature can only be affected by this type of stone's effect once per long rest.   Rhodochrosite   Link: +1 on saving throws related to your highest Ability Score. If two or more Ability Scores are tied for highest choose one. -1 on saving throws related to your lowest Ability Score. If two or more Ability Scores are tied, they both take the negative.   Shine: All creatures within the stone’s light when Invoked who are under non-divine Compulsion make a saving throw vs that Compulsion. A creature can only benefit from this type of stone’s effect once per long rest.   Tiger's Eye   Link: +1 to AC during surprise rounds.   Shine: All creatures within the stone’s light when Invoked gain +1 to AC during surprise rounds for 10 minutes. A creature can only benefit from this type of stone’s effect once per long rest.  

Greater Simi-precious stones-Base Value: 50 GP

  Bloodstone   Link: Vampires and Dhampir gain +1 to Strength, Dexterity, and Constitution saving throws for 1 hour after feeding on at least 8 ounces of clean humanoid blood.   Shine: All creatures, which have teeth, within the stone’s light when Invoked make a Constitution saving throw. On a failed save, they gain fangs for 1 hour. The fangs deal 1d4+strength mod in damage. A creature can only benefit from this type of stone’s effect once per long rest.   Carnelian   Link: +2 on saves vs negative effects that affect the soul.   Shine: All creatures within the stone’s light when Invoked gain Death Ward for 1 round. A creature can only benefit from this type of stone’s effect once per long rest.   Chalcedony   Link: +1 on saving throws vs madness from non-divine spells.   Shine: All creatures within the stone’s light when Invoked become immune to the first instance of social based fear effects for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Chrysoprase   Link: +1 on saving throws vs Fear effects related to the loss of something dear.   Shine: All creatures within the stone’s light when Invoked gain +1 on persuasion checks to lift someone’s mood for 10 minutes. A creature can only benefit from this type of stone’s effect once per long rest.   Citrine   Link: Add 10ft to your base movement speed during the first round of combat. If the first round of combat is a surprise round you add 20ft instead.   Shine: All creatures within the stone’s light when Invoked gain 10ft to their base movement speed during the first round of combat for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Hyacinth   Link: The linked invoker is not affected by Arcane Illusion spells, or spell like effects, of 1st Level or lower.   Shine: All creatures within the stone’s light when Invoked gain a +2 on saving throws or skill checks to resist, overcome, or recognize Arcane Illusions. A creature can only benefit from this type of stone's effect once per long rest.   Iolite   Link: +1 on Intelligence Saving Throw or History Checks to recall information.   Shine: All creatures within the stone’s light when Invoked with an intelligence score of 7 or higher gain +1 on their next Intelligence saving throw for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Jasper   Link: Gain advantage on saving throws vs Madness inducing effects.   Shine: All creatures within the stone’s light when Invoked gain the ability to trade any roll on the dice for a 5 for 1 hour. This trade can be used after a dice roll, but must be used before the DM reveals the results. A creature can only benefit from this type of stone’s effect once per long rest.   Onyx   Link: +1 on Constitution saves to resist Diseases.   Shine: All creatures within the stone’s light when Invoked that are capable with contacting past lives gain +1 on attempts to do so. A creature can only benefit from this type of stone’s effect once per long rest.   Peridot   Link: +1 on Charisma based rolls to seduce or haggle.   Shine: All Bard’s within the stone’s light when Invoked gain +1 on their next attempt to Charm a creature for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Puntinite   Link: While linked any Psychic damage the Invoker receives from Pun based attacks is reflected back on the creature who made the pun for half damage.   Shine: All creatures within the stone’s light when Invoked ignore the first instance of social based Psychic damage for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Quartz: Clear   Link: +1 when rolling Tool Related checks to tune or repair equipment.   Shine: All creatures within the stone’s light when Invoked who can cast Arcane and Divine spells gain +1 on the DC for saving throws against their next spell cast for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Sardonyx   Link: +1 on saving throws vs Exhaustion from over working.   Shine: All creatures within the stone’s light when Invoked gain Advantage on the next saving throw vs Exhaustion brought on from working for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Zircon   Link: +1 on saving throws vs being Silenced.   Shine: All creatures within the stone’s light when Invoked gain +1 on Constitution saving throws vs non-magical poisoning effects from gasses. A creature can only benefit from this type of stone’s effect once per long rest.  

Major Lesser Stones:-Base Price: 100 GP

  Amber   Link: Once per long rest, when you die your body is coated in a thin vale of Amber preserving it for 1 + Invoker Proficiency Bonus days. The amber has an AC of 20 and 30 Hit Points. Upon being brought back to life the amber breaks apart.   Shine: All creatures within the stone’s light when Invoked gain Death Ward for 1 minute. A creature can only benefit from this type of stone's effect once per long rest.   Amethyst   Link: Gain Advantage on Constitution saving throws to resist non-magical addictions and food-based poisons. If the Invoker Linked to this stone is a King, or equivalent thereof, they also gain Advantage vs magical addictions and food-based poisons as well.   Shine: All creatures within the stone’s light when Invoked gain Advantage on their Constitution saving throws to remain sober for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest. This stone can not Link to, and does not affect, Evil creatures.   Black Garnet   Link: If you are, or become, affected by Enchantment magics that last a number of rounds (Min 2), increase the number of rounds affected by 1.   Shine: All creatures within the stone’s light when Invoked gain +1 on saving throws vs being charmed for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Doloremite   Link: While linked the Invoker has their emotions suppressed and their expressions muted gaining +2 on all Deception rolls to lie.   Shine: All creatures within the stone’s light when Invoked make a Wisdom saving throw against the spell save DC of the Invoker. On a failed save their life’s worst moments are brought to the forefront of their mind for 1 minute. During this time they are depressed and cannot move during their next turn. A creature may benefit from this type of stone only once per long rest.   Felixite   Link: While linked the Invoker’s positive emotions come to the forefront of their mind putting them in a manic state. They gain advantage on saving throws vs negative emotional effects.   Shine: All creatures within the stone’s light when Invoked may make a save against negative emotional effects. A creature may benefit from this type of stone only once per long rest.   Jade: Black   Link: Once per long rest, gain Immunity to the first Necrotic damage taken.   Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Necrotic damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Jade: Blue   Link: Once per long rest, gain Immunity to the first Cold damage taken.   Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Cold damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Jade: Brown   Link: Once per long rest, gain Immunity to the first Force damage taken.   Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Force damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Jade: Green   Link: Once per long rest, gain Immunity to the first Acid damage taken.   Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Acid damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Jade: Orange   Link: Once per long rest, gain Immunity to the first Poison damage taken.   Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Poison damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Jade: Red   Link: Once per long rest, gain Immunity to the first Fire damage taken.   Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Fire damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Jade: Purple   Link: Once per long rest, gain Immunity to the first Lightning damage taken.   Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Lightning damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Jade: Yellow   Link: Once per long rest, gain Immunity to the first Thunder damage taken.   Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Thunder damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Jade: White   Link: Once per long rest, gain Immunity to the first Radiant damage taken.   Shine: All creatures within the stone’s light when Invoked gain Resistance to the first Necrotic damage taken for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Moonstone   Link: +2 on all Tool related checks to maintain weapons.   Shine: All creatures within the stone’s light when Invoked that are wielding non-magical weapons now do an additional 1d3 slashing damage and the weapon is considered magical for 1 minute. A creature can only benefit from this type of stone’s effect once per long rest.   Mother of Pearl   Link: While linked the Invoker's skin is warped smooth. All non-magical and non-cursed blemishes and scars are muted and suppressed.   Shine: All creatures within the stone's light when Invoked begin to secret oils from their body forming a layer of oil over them for 1 hour. Gain advantage on all saving throws against touch based spells that would require a saving throw against diseases or poisons.   Pearl   Link: You can breathe under water.   Shine: All creatures within the stone’s light when Invoked gain a swim speed of 30ft for 1 hour. A creature can only benefit from this type of stone’s effect once per long rest.   Scolecite   Link: You gain one inch long hair thin needle like spines all over of your skin. Whenever a creature attacks you with a natural weapon they take 1d6 Piercing damage. When you grapple a creature, or the creature grapples you, they take 1d6 Piercing damage.   Shine: For one minute your hair becomes ridged and spiky like the spines on your skin. If your hair is short it becomes long while this effect is active. If you have hair a beard it also is effect by this stone. You may as an action attack with your hair. It moves at your command and deals 1d6+Strength mod in Piercing damage. After one minute your hair returns to normal. A creature can only benefit from this type of stone’s effect once per long rest.   Spinel   Link: +1 to Strength saving throws.   Shine: All creatures within the stone’s light when Invoked gain +1 strength saving throws for 1 minute. A creature can only benefit from this type of stone’s effect once per long rest.   Turquoise: Scaled   Link: While linked you do not take fall damage, though still fall at normal speed.   Shine: All creatures within the stone’s light when Invoked do not take fall damage for 10 minutes. All creatures within the stone’s light when Invoked gain a +1 on Dexterity Saving Throws or Athletics/Acrobatic checks against falling, slipping, or being thrown from a horse for 1 hour. Good aligned creatures gain a +2 instead. A creature can only benefit from this type of stone’s effect once per long rest.   Turquoise: Smokey   Link: While linked smoke slowly rises out of the outer edges of your eyes. This smoke disappears seconds after it rises from your eyes. You do not suffer sight penalties due to non-magical or magical smoke.   Shine: All creatures within the stone’s light when Invoked that can cast arcane spells may expend an even number of Hit Dice and regain use of a single spell of a level equal to half the amount of Hit Dice expended. Evil aligned creatures may expend Hit Dice for a spell on a 1 to 1 bases instead of 2 to 1. A creature can only benefit from this type of stone’s effect once per long rest.   Turquoise: Flaring   Link: While linked all familiars connected to you gain the ability to breath magical blue flames. Once per long rest your familiar may breath fire in a 10ft line that deals 1d6 fire damage equal to your Proficiency Bonus. If the Invoker is of a Chaotic Alignment they may use this effect twice per long rest.   Shine: All creatures within the stone’s light when Invoked that have a familiar or other Soul Bonded animal may choose to have their familiar or Soul Bonded animal transform into a magical weapon for one minute. The weapon has a bonus to hit and damage equal to half the Invoker's proficiency bonus rounded down. The weapon must be one that the creature is proficient in. While transformed the familiar or Soul Bonded animal retains its typing and classification. This transformation does not give arrows or other types of ammunition. A creature can only benefit from this type of stone’s effect once per long rest.   Turquoise: Spotted   Link: While linked you may shift this stone into a magical Turquoise version of any tool you are proficient in other than instruments.   Shine: All creatures within the stone’s light when Invoked may take 1d10 slashing damage that by passes immunities and resistances. For each D10 they take one Blood Maize is grown from the blood that pools on the ground. Blood Maize when eaten provides enough nutrients to equal one full meal. A creature can only benefit from this type of stone’s effect once per long rest.    

Lesser Precious Stones-Base Price: 500 GP

  Aquamarine   Link: While half your body is submerged in fresh water or sea water you heal 5 Hit Points at the start of each of your turns. If you are completely submerged double your Strength Modifier (Min 1). Fresh/sea water that is polluted enough prevents this effect.   Shine: You and all allies within the stone’s light when Invoked deal an extra 1d3 cold damage on weapon attacks while fighting in water that at least reaches their ankles for 1 hour. Fresh/sea water that is polluted enough prevents this effect. A creature can only benefit from this type of stone’s effect once per long rest.   Shatter: Water within 60ft of you grabs and pulls on all enemy creatures that attempt to travel through it. The water becomes difficult terrain for them for 1 minute. If an enemy creature is knocked prone into the water they must make a Strength saving throw to stand back up. If at the end of their turn they are still prone they take 1d6 cold damage. Fresh/sea water that is polluted enough prevents this effect.   Black Pearl   Link: You can breathe under water, have dark vision under water, have a swim speed of 60ft, and can talk to sea life.   Shine: You and all allies within the stone’s light when Invoked can breathe under water and have a swim speed of 60ft for 1 hour. While under water all affected have Darkvision and deal an additional 2d6 necrotic damage with all of their natural attacks. A creature can only benefit from this type of stone’s effect once per long rest.   Shatter: You summon a spectral Kraken that makes one Tentacle attack on up to three creatures within 60ft of you. If hit, that creature makes a Strength saving throw equal to your spell save DC. On a failed save they are knocked prone. If the target is flying and they fail the save they fall prone. Tentacle: +10 to hit, 3d6+Invoker Proficiency Bonus bludgeoning damage.   Bismuth   Link: You can move through unworked stone and earth at a rate of 5ft per minute.   Shine: You and all allies within the stone's light when Invoked can Resistance to Force damage for 1 minute. A creature can only benefit from this type of stone’s effect once per long rest.   Shatter: One creature you can see within 30ft of you makes a Constitution saving throw. On a failed save they are Petrified for up to 1 minute. At the start of each of their turns they make a new save to break free.   Garnet   Link: You gain Dark Vision, can see creatures and objects effected with the Invisibility spell, and know whether its day or night in the plane of existence you Linked the stone in and the one you are in now.   Shine: The stone or an object you can see within 30ft, shines in bright red light for 60ft and dim red light for an additional 30ft for 10 minutes. This light is magical allowing it to be seen through and reveal things within magical darkness such as the Darkness spell. If a creature or object that is under the Invisibility spell enters into the light it is revealed. If a creature or object is under the effects of Greater Invisibility enters into the light a bright red outline glows around it within the light and for 1 minute after leaving the light. This light does not hamper dark vision or any other light sensitive faculties. Creatures can only be affected by this type of stone once per long rest.   Shatter: All non-magical hidden doors within 60ft are revealed by a bright red light around the edges for 1 minute. If a hidden door does not have an edge, it is not revealed. The light can shine through up to 1 foot of non-magical material or 1 inch of magical material. The light causes no harm or damage.     Topaz   Link: You gain Expertise on all Sight based Perception rolls and gain Advantage on all saving throws that would reduce or harm your vision.   Shine: You and all allies within the stone’s light when Invoked become Invisible as per the Invisibility spell for 1 round. A creature may benefit from this type of stone only once per long rest.   Shatter: You and all allies within the stone’s light when Invoked become Invisible as per the Invisibility spell for 1 minute.  

Greater Precious Stones-Base Price 1,000 GP

  Ammolite   Link: You can cast Speak with Dead once per long rest. Use Intelligence or Charisma as your spell casting Stat. Gain Expertise on Persuasion rolls when trying to gain a leadership position or rallying troops. If you have Ki points, increase your maximum Ki points by 2.   Shine: You and all allies within the stone’s light when Invoked can cast Speak With Dead once for 1 minute. If any allies within the stone’s light when Invoked have Ki points they regain 1 Ki point. Any non-magical animals within the stone’s light when Invoked regain 1d10 Hit Points and have Advantage on Athletics rolls for 1 hour. A creature may benefit from this type of stone only once per long rest.   Shatter: A huge spectral ram with spiraling horns circling around its head and then pointing along its face appears behind you. Ask one question. The ram will answer the question given. The ram will only answer the question to the point it feels it needs to, but will always technically be truthful. The ram is not all knowing. While others may see the ram, if the one asking the question attempts to turn around, use a mirror, magic, or any means to try and see the ram it will vanish or not appear at all wasting the stone.   Benitoite   Link: You can teleport 5ft at a time as a Movement Action. Barriers of a magical nature that exist in the Material and Ethereal plane will block your teleportation. If you attempt to teleport into a location that is filled by a creature or other solid object, like stone, you are forced back to your starting position and take 1d6 Force damage. This damage overcomes Resistances, but not Immunities.   Shine: All allies within the stone’s light when Invoked are linked to you for 1 minute. As a reaction you can call them to you so long as they are on the same plane of existence as you. The ally is teleported to an open space adjacent to you which severs the link. If, when you activate the link, no space adjacent to you is open the link is severed and they are not teleported. A creature may benefit from this type of stone only once per long rest.   Shatter: You and all allies within 30ft are linked to each other for 1 minute. Anyone linked can, as a Reaction, teleport to an open adjacent space to someone else who is also linked up to three times. Upon the third Teleport the link is broken. If, when the link is activated, no space adjacent to chosen linked ally is open the link is severed and they are not teleported.   Opal: Black   Link: You can cast Bestow Curse a number of times equal to your Proficiency Bonus per long rest as a supernatural effect. Use the casting stat of one of the Arcane spell casting classes you have.   Shine: Target creature within 60ft makes a Wisdom save. On a failed save they gain Disadvantage on their next attack roll until the start of your next turn. A creature may be affected from this type of stone only once per long rest.   Shatter: All enemies within 60 feet of you make a Wisdom saving throw. On a failed save they gain Disadvantage on their next attack roll until the start of your next turn.   Opal: Fire   Link: You are Immune to magical and non-magical Fire damage.   Shine: All allies within the stone’s light when Invoked gain Resistance to Fire damage for 1 hour. You and all allies in the stone’s light also gain Advantage on Constitution rolls to resist Exhaustion from Heat for 1 hour. A creature may benefit from this type of stone only once per long rest.   Shatter: All enemies within 60ft make a Dexterity saving throw. On a failed save they take 5d8 fire damage or half as much on a successful save. This spell ignites all flammable objects within the 60ft area that are not worn or being carried. If this stone is Shattered while in direct sunlight the fire is considered Holy for the purposes of Immunities, Resistances, and Vulnerabilities. (The process of Shattering and Invoking is still Arcane, the end result just becomes Holy as the fire interacts with the rays of the sun.)   Opal: White   Link: You can cast Remove Curse a number of times per long rest equal to your Proficiency Bonus as a supernatural effect. Use a casting stat of one of your Arcane classes.   Shine: You and all allies within the stone’s light when Invoked gain Bless for 1 minute. A creature may benefit from this type of stone only once per long rest.   Shatter: All allies within 30ft have all their curses removed  and regain hit points equal to 1d10 + 4.   Jeremejevite   Link: You can no longer lie and even stretching the truth is difficult for you, however you are now able to physically feel when someone is lying to you. Gain Disadvantage on all Deception rolls and Advantage on all Insight rolls to detect deception from creatures or messages written by them.   Shine: All sentient creatures within the stone’s light when Invoked make a Wisdom saving throw. On a failed save they are Marked for 10 minutes. While marked, if the creature tells a deliberate lie they take 1d3 Force damage and make a Constitution saving throw. If they fail that saving throw, they take a level of Exhaustion. You cannot Kill by Exhaustion with this stone’s effect. A creature may be affected from this type of stone only once per long rest.   Shatter: All sentient creatures with a Chaotic alignment within 50ft of the stone make a Wisdom saving throw. On a failed save their Chaotic alignement shifts to lawful for 1 minute. Clerics, Paladins, and Warlocks serving a Chaotic patron gain Advantage on the roll. If they move more than two alignment spaces from their patron’s alignment, they do not lose their connection with their patron, nor do they lose their spells or abilities. However, it does weaken their link to their patron enough that they are considered 1 level lower when determining total spells, spells per long rest, and highest level of spells known while effected.   Taaffeite   Link: If you have levels in a martial type class that gives you spells or arcane abilities increase the DC of those spells and abilities by 1.   Shine: Choose one level 1 Arcane spell you can cast. You lose one use of that spell until you finish a long rest. All allies within the stone’s light when Invoked can cast that spell once as an Action for the 1 hour. They use their Intelligence or Charisma stat when casting. They must follow the spell requirements, but do not suffer arcane failure due to armor. A creature may benefit from this type of stone only once per long rest.   Shatter: You regain one level 1 spell. If shattered while Linked you regain one level 2 spell. You can only Regain a number of spells equal to or less than your Proficiency Bonus per long rest.   Tanzanite   Link: You gain the Armor of Shadows Eldritch Invocation. If you already possess the ability to use that Eldritch Invocation you gain Agonizing Blast, Eldritch Spear, or One with Shadows. You make the decision when you link to the stone.   Shine: You and all allies within the stone’s light when Invoked make an Intelligence saving throw. On a failed save take 2 levels of Fogged. On a successful save, they gain the ability to cast Eldritch blast as an Action up to 3 times for 1 hour. If you or an ally could already cast Eldritch Blast increase the damage by 1d6 for 1 hour. Warlocks add double their proficiency bonus to the Intelligence saving throw. A creature may benefit from this type of stone only once per long rest.   Shatter: All creatures within 30ft make a Wisdom saving throw. On a failed save a Madness overtakes them. They will seek out and attack all living creatures within sight for 1 minute. Warlocks gain advantage on the saving throw.  

Major Precious Stones-Base Price: 5,000 GP

  Alexandrite   Link: As this stone changes from Emerald during the day to Ruby at night, so too do you change by the rising and setting of the sun. When Linked choose one other humanoid race, gender, and either Day or Night. During that time you polymorph into that gender and race. You appear as a perfect copy of that race, though do not get any of the race’s Extraordinary Abilities. While the effects are perfect to the naked eye a detect magic spell will indicate a polymorph effect. The transformation takes place over one round and can be broken by unlinking from the stone. To change anything about the chosen transformation the Invoker must unlink and then relink with the stone.   Shine: One willing creature within the stone’s light when Invoked is altered to a degree for 1 hour. It can increase or decrease in height by no more than one foot. It can increase or decrease in weight by no more than 50 pounds. Skin color, hair color, hair length, and eye color are all changed as the creature wants it, but they must remain the same race and gender. The change takes 1 round and does not alter clothing. The creature is a perfect version of what they intend to transform into, but the creature has an aura of magic around it which can be detected with Detect Magic and other such spells indicating the polymorph effect. This effect cannot affect Shapeshifters. A creature may benefit from this type of stone only once per long rest.   Shatter: Target 1 creature within 60ft of you. That creature makes a Wisdom save. On a failed roll they are transformed as per the Shine effect for 1 minute at the Invoker’s discretion, or nothing happens at all on a successful save. This effect can affect shapeshifters, but they get Advantage on the roll. On a successful save they know someone, or something, tried to force a transformation on them. If a shapeshifter is transformed, they are able to transform back as per the normal rules for their race. They do not need to wait the minute.   Diamond   Link: You are Immune to all instant death effects. You are Immune to curses from all sources below Artifact and Divine level beings. When you die from a cause other than old age the stone dissolves and you come back to life, with HP equal to your total level + Constitution Bonus.   Shine: Remove curses from you and all allies within the stone’s light when Invoked and they regain 2d8+6 Hit Points. For every curse removed by this stone’s Shine effect that creature regains an additional 2d10+6 Hit Points. A creature may benefit from this type of stone only once per long rest.   Shatter: All enemies within 30ft make a Constitution saving throw. On a failed save they take 2d10 Radiant damage and 2d10 Piercing damage, or half as much on a successful save. Any demonic enemies that are killed by this stone’s Shatter effect transform into 3d10 random rough Precious Stones. These stones are not of Invoking Quality.   Emerald   Link: Whenever an Arcane spell, or Arcane effect, of 3rd level or lower would target you (or affect you if it is an AOE) that caster or source must make an Arcana check of DC 8 + 6 + Proficiency Bonus of the Crystalline Invoker. On a failed roll, that that spell is Countered. On a successful roll, the spell functions as normal. After the resolution of the Casting of that spell, if the Linked Invoker is capable of making an Arcana check, the Crystal Invoker may do so to identify the caster or source of the spell so long as the caster or source is within 60ft. The countering effect is mandatory. It is required on Arcane spells and Arcane effects from both allies and enemies but is not affected by your own spells.   Shine: As a reaction you may expend a spell slot to counter a spell that is at least 1 level lower than the spell slot you expended. A creature may be countered from this type of stone only once per long rest.   Shatter: All active magical Arcane effects within 100ft that would be considered 4th level or below in power or were created by an Arcane caster of total level 8 or lower when created are suppressed for 1 minute. If the effect would be considered 1st level or lower or was created by an Arcane caster of level 3 or lower when created the effect is dispelled instead. All other Arcane casters of total level 8 or less within 100ft make an Intelligence, Wisdom, or Charisma saving throw (Determined by their class spell casting modifier). On a failed save they have disadvantage on Concentration checks for 1d10 minutes and cannot cast arcane cantrips for 1d3 rounds.     *None of the effects of Emerald work on supernatural abilities directly related to a creature’s race.   Grandidierite   Link: You no longer appear to age while Linked. The internal parts of your body continue to age as normal, but do not turn gray and retain skin elasticity. If you linked to this stone before your body has reached the point of its maturity you will continue to age normally externally and internally until reaching that point. This stone gains 1 Aging Charge for every five years worth of time it has been Linked to you.   Shine: You and all creatures within the stone’s light when Invoked are unsullied from the grime and sweat of life. All dirt, sweat, grime, and viscera are cleaned of those within the stone’s light when Invoked as if they had a long shower with plenty of unscented soap. Additionally, clothing is cleaned, and any damage done that could be fixed by the Mending spell is repaired. A creature and object may benefit from this type of stone only once per long rest.   Shatter: Target one creature within 10ft you can see. For every Aging Charge this stone has that creature must make one Constitution saving throw. On a failed save the creature takes 1 level of Exhaustion. Shattering this stone will revert your outer body to how it would naturally look at your age.     *The Shine effect does clean minor wounds of dirt and grime, however it does not prevent or fix any poisons, infections, or diseases that have already entered the body nor does it heal the wound. Being unlinked from this stone does not reduce the charges for you so long as you relink to it within 24 hours. For every additional 24 hours that have gone past reduce the charge by 1. If someone else Links to it they start at 0 Charges. If someone links to this stone and then you link back the charges are reset to 0.   Jacinth   Link: Upon being linked to this stone you fall into a death like sleep for up to six hours. While your body is in this state your soul travels through the Astral Sea. You do not need a vessel to travel, and you always know the right way back to your body when traveling the Astral Sea this way. Your Spirit Cord changes from silver to the color of the Jacinth Linked to as you are still Linked to it and can use the Linked Jacinth Shine and Shatter effect. If you do not return to your body within the six hours the Link to this stone is broken and so is your Spirit Cord. While in the Astral Sea by this effect you are still Linked to your other Stones, but cannot use their Shine or Shatter effects, nor the Shine or Shatter effects of your Crystal Familiar. While in the Astral Sea by this effect your physical body is considered helpless.   Shine: You increase your AC by 4 while in the Astral Sea for 1 hour. A creature may benefit from this type of stone only once per long rest.   Shatter: Return to your body.   Ruby   Link: You gain Resistance to all non-magical piercing, bludgeoning, and slashing damage.   Shine: Make a ranged spell attack against one creature you can see within 60ft of you. If the attack hits, that creature makes a Constitution saving throw. On a failed save it takes 4d8 lightning damage and is Stunned for 1 round. Or 2d8 and not becoming stunned on a successful save. A creature may be affected from this type of stone only once per long rest.   Shatter: A lightning storm appears above you for 1d4 rounds. All other creatures within 60ft of you make a Dexterity saving throw at the start of their turn. On a failed save they take 8d8 lightning damage and make a Constitution saving throw. Or half the damage and no Constitution saving throw on a successful save. On a failed Constitution saving throw they are stunned until the start of their next turn. If a creature is immune to lightning damage, they are immune to the stun effect from this stone. If they are Resistance to Lightning damage they gain advantage on the Constitution saving throw.   Sapphire   Link: You have a Globe of Wind that storms around you which you can turn off and on with a Mental command as a Reaction. The wind of the dome is magical in nature and exists in both the physical and ethereal realm at the same time. All attacks made at you, or from you, with arrows or bolts have Disadvantage. This globe also blocks all darts magical or otherwise from passing through.   Shine: You Invoke winds to harass a target within 60ft that you can see. That creature makes an Athletics check. If it fails it has Disadvantage on all attack rolls until the start of your next turn. A creature may be affected from this type of stone only once per long rest.   Or:   You Invoke winds to harass twos targets within 60ft that you can see, but only while the Link effect is off.   Shatter: While the Globe of Wind Link effect is active you can Shatter the stone to cause the Globe of Wind to surge forth as massive straight-line winds. All creatures in a 15ft wide, 30ft tall, 80ft line make a Strength saving throw. On a failed save they take 4d6 of Force damage and are knocked prone, or half the damage and remain upright on a successful save. Flying enemies of Large size or smaller have Disadvantage on this roll.    

Unique Precious Stones:

Base Price: These stones are so unbelievably rare that DMs are recommended to have only 1 of each known to the world if they are known at all. Finding one of these gems would be considered a campaign itself.   Jadeite   Link: You are Immune to all Elemental damage. You no longer need to breath. If you have Ki points increase your total number of Ki points by 10, if you don't have Ki points gain a pool of 10 that refresh every morning.   Shine: All allies within the stone’s light when Invoked become Immune to one type of elemental damage until they finish a long rest. You and all allies within the stone’s light when Invoked gain the breath weapon of an Adult Dragon of their choice which they can use three times per long rest. A creature may benefit from only one type of breath weapon per long rest.   Shatter: You are permanently transformed into a Timeless Jade Dragon. This is a supernatural effect.   Red Diamond   Only a Vampire can Link to or use this stone.   Link: A vampire linked to this stone has its heart beat once more. They no longer need to drink blood, can go out in the sun, and they react to Positive Energy like a living human. All the while retaining all benefits of being a vampire.   Shine: All creatures that the vampire has fed on within the stone’s light when Invoked make a DC 21 Wisdom save. On a successful save nothing happens, but the Invoker knows who made the save. On a failed save the vampire Invoker can supplant one compulsion with a trigger word or event. The compulsion cannot be more than 30 words and is done mentally and instantly when the save is failed. The compulsion remains for 6 + Invoker Proficiency Bonus years and cannot be removed by anything other than a Divine’s blessing or a Wish spell. A creature may only be affected by this stone’s Shine effect once.   Shatter: A dark storm of thick shadow like clouds erupts from the stone surging into the sky blotting out the sun for 100 X Invoker Proficiency Bonus square miles. Blood Rain falls constantly for the first 10 X Invoker Proficiency Bonus days dealing 1d4 points of Necrotic damage to all living plants and creatures for every round they are in it. After the first 10 days the rain stops for 1 hour every four hours. If something dies from the Blood Rain it rises as a thrall of the Vampire who Shattered the stone. Vampires in the Blood Rain count as having been fed and regain 10 Hit Points per round and Dhampirs regain 5 Hit Points per round they are in it. The shadow clouds and blood rain are a supernatural effect and last until the Vampire who shattered the stone wills them away or 1 year and a day after its death.
Steadily channel the aether into the stone and once the saturation within the stone refracts the stone will shine.    -Umbra Erfinder Locke

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