Standing Stone Descriptions
Various Standing Stones are located all over Midgard. When a creature finds a standing stone, they may choose to take a short rest near it to attune to it. This does not count against the number of magic items you may attune to. Once attuned you remain attuned to it for a year or until specifically specified otherwise or until you decide to attune to a different standing stone.
Effect. The party receives an extra 50 XP at the end of every session.
Effect. Your Constitution score increases by 2, up to a maximum of 22.
Effect. You gain +1 to AC and saving throws.
Effect. Whenever you fall, you descend 60 ft per round and take no fall damage. You lose attunement after 10 days of attuning to this stone.
Effect. Choose Wisdom, Intelligence, or Charisma. You have advantage on saving throws against spells and other magical effects of that type.
Effect. The party receives an extra 50 XP at the end of every session.
Effect. Your Wisdom score increases by 2, to a maximum of 22.
Effect. You may cast conjure animals at 3rd level as an action. Once you use this ability 3 times you lose your attunement.
Effect. You can cast Aura of Vitality or alternatively you can give 3 creatures of your choice that you can see within 30 ft of you resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. Once you use this ability 3 times you lose your attunement.
Effect. You may summon warrior spirits from valhalla (2d4+2) and they use the statistics of the berserker. Once you use this ability you cannot use it again for 7 days.
Effect. Whenever you wield a nonmagical weapon, it is considered a +1 magic weapon.
Effect. You can cast Heroism (3rd Level), Thunderwave (3rd Level), or alternatively whenever you miss an attack, as a reaction you may make another attack against the target you missed. Once you use this ability 3 times you lose your attunement.
Effect. You stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.
Effect. As an action you gain 10 Temporary Hit Points that last for 1 hour. For the same Duration, you are under the effect of the bless spell (no Concentration required). Once you use this ability you lose your attunement.
Effect. You gain darkvision, if you already have darkvision you gain an extra 20 ft.
Effect. You can cast Blink, Sleep (3rd level), or alternatively when you take damage you may use a reaction to turn invisible and teleport up to 30 ft to an unoccupied space you can see. You remain invisible until the end of your next turn or until you attack or cast a spell. Once you use this ability 3 times you lose your attunement.
Effect. You can cast Dispel Magic, False Life (3rd level), or stinking cloud. Once you use this ability 3 times you lose your attunement.
Effect. You can cast Crown of Madness, Hellish Rebuke, or Shatter. Once you use this ability 3 times you lose your attunement.
Effect. You gain 6 charges. As an action you can expend some of the charges to cast the following spells: Greater Restoration (4 Charges) and Lesser Restoration (2 Charges). Once your out of charges you lose your attunement.
Effect. You can cast Hold Person (3rd level), Command, or Counterspell. Once you use this ability 3 times you lose your attunement.
Effect. As an action one sword in your possession becomes either a dragon slayer or a giant slayer. After a combat with either a giant or a dragon you lose your attunement.
Effect. You can cast Crusaders Mantle, Haste, or alternatively you can cast the Guiding Bolt spell and if it hits you regain a number of hitpoints equal to the damage it dealt. Once you use this ability 3 times you lose your attunement.
Effect. You can cast Dispel Magic, Lightning Bolt, or alternatively as an action you can regain one spell slot of 3rd level or lower. Once you use this ability 3 times you lose your attunement.
Effect. You can cast enhance ability (3rd level), Enlarge/Reduce, and Gaseous Form. Once you use this ability 3 times you lose your attunement.
Crossroads
Standing Stone of Experience
Location. Free City of Zobeck within the CrossroadsEffect. The party receives an extra 50 XP at the end of every session.
Standing Stone of Health
Location. Magdar within the Crossroads.Effect. Your Constitution score increases by 2, up to a maximum of 22.
Standing Stone of Protection
Location. Ironcrag within the Crossroads.Effect. You gain +1 to AC and saving throws.
Standing Stone of Feather Falling
Location. Freehold of Obertal within the CrossroadsEffect. Whenever you fall, you descend 60 ft per round and take no fall damage. You lose attunement after 10 days of attuning to this stone.
Wasted West
Standing Stone of Magic Resistance
Location. Thay within the Wasted West.Effect. Choose Wisdom, Intelligence, or Charisma. You have advantage on saving throws against spells and other magical effects of that type.
Standing Stone of Experience
Location. Small ComfortEffect. The party receives an extra 50 XP at the end of every session.
Orlais
Standing Stone of Understanding
Location. Dornig within Orlais.Effect. Your Wisdom score increases by 2, to a maximum of 22.
Standing Stone of Animal Conjuring
Location. Arbonesse Forest within Orlais.Effect. You may cast conjure animals at 3rd level as an action. Once you use this ability 3 times you lose your attunement.
Standing Stone of Vitality
Location. Tomierran Forest within Orlais.Effect. You can cast Aura of Vitality or alternatively you can give 3 creatures of your choice that you can see within 30 ft of you resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. Once you use this ability 3 times you lose your attunement.
Northlands
Standing Stone of Valhalla
Location. Jomsborg within the NorthlandsEffect. You may summon warrior spirits from valhalla (2d4+2) and they use the statistics of the berserker. Once you use this ability you cannot use it again for 7 days.
Standing Stone of Weapon Enchantment
Location. The Vargrike within the NorthlandsEffect. Whenever you wield a nonmagical weapon, it is considered a +1 magic weapon.
Standing Stone of Force
Location. Huldramose within the Northlands.Effect. You can cast Heroism (3rd Level), Thunderwave (3rd Level), or alternatively whenever you miss an attack, as a reaction you may make another attack against the target you missed. Once you use this ability 3 times you lose your attunement.
Novigrad
Standing Stone of Wound Closing
Location. Valera within Novigrad.Effect. You stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.
Standing Stone of Heroism
Location. Melana within Novigrad.Effect. As an action you gain 10 Temporary Hit Points that last for 1 hour. For the same Duration, you are under the effect of the bless spell (no Concentration required). Once you use this ability you lose your attunement.
Dark Kingdoms
Standing Stone of Darkvision
Location. Morgau within the Dark KingdomsEffect. You gain darkvision, if you already have darkvision you gain an extra 20 ft.
Standing Stone of Shadow
Location. Hengksburg within the Dark KingdomsEffect. You can cast Blink, Sleep (3rd level), or alternatively when you take damage you may use a reaction to turn invisible and teleport up to 30 ft to an unoccupied space you can see. You remain invisible until the end of your next turn or until you attack or cast a spell. Once you use this ability 3 times you lose your attunement.
Standing Stone of Fungus
Location. Great Necropolis within the Dark Kingdoms.Effect. You can cast Dispel Magic, False Life (3rd level), or stinking cloud. Once you use this ability 3 times you lose your attunement.
Standing Stone of the Devil
Location. Niemhiem within the Dark KingdomsEffect. You can cast Crown of Madness, Hellish Rebuke, or Shatter. Once you use this ability 3 times you lose your attunement.
Southlands
Standing Stone of Restoration
Location. Nuria Natal within the Southlands.Effect. You gain 6 charges. As an action you can expend some of the charges to cast the following spells: Greater Restoration (4 Charges) and Lesser Restoration (2 Charges). Once your out of charges you lose your attunement.
Standing Stone of Commandment
Location. Mardas Adamat within the Southlands.Effect. You can cast Hold Person (3rd level), Command, or Counterspell. Once you use this ability 3 times you lose your attunement.
Dragon Empire
Standing Stone of the Slayer
Location. Old Brezla Ruins within the Dragon EmpireEffect. As an action one sword in your possession becomes either a dragon slayer or a giant slayer. After a combat with either a giant or a dragon you lose your attunement.
Standing Stone of Might
Location. Harkesh within the Dragon EmpireEffect. You can cast Crusaders Mantle, Haste, or alternatively you can cast the Guiding Bolt spell and if it hits you regain a number of hitpoints equal to the damage it dealt. Once you use this ability 3 times you lose your attunement.
Rothenian Plain
Standing Stone of Arcana
Location. The Witch's Garden within the Rothenian Plain.Effect. You can cast Dispel Magic, Lightning Bolt, or alternatively as an action you can regain one spell slot of 3rd level or lower. Once you use this ability 3 times you lose your attunement.
Standing Stone of Mutation
Location. Red Mounds within the Rothenian Plain.Effect. You can cast enhance ability (3rd level), Enlarge/Reduce, and Gaseous Form. Once you use this ability 3 times you lose your attunement.
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