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#### The Fabricator's Stone *Wondrous item, artifact (requires attunement)* Attunement to the Fabricator's Stone can be done instantaneously, requiring no action. While attuned to the Fabricator's Stone, you are proficient in all artisan's tools, have a +1 bonus to attack and damage rolls, and you have resistance to bludgeoning, piercing, and slashing damage. This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges. ***Spells.*** You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): **Animate Objects**, **Clone**, **Continual Flame**, **Creation**, **Fabricate** , **Move Earth** , **Stone Shape**, **Tiny Servant**, **Transmute Rock** ***Transmute Minions.*** When you cast *Animate Objects* you may create the objects you animate from nearby nonmagical materials, such as stone, dirt, wood, water, metal, etc. The materials must be within range of the spell. ***True Fabrication.*** You may cast *Fabricate* as an action. Whenever you cast *Fabricate*, you may spend additional charges to increase the maximum size of the object fabricated, spending 3 additional charges for a Huge object, and 6 additional charges for a Gargantuan object. Huge objects must fit within a 15 ft. cube, or twenty-seven connected 5 ft. cubes. Gargantuan objects must fit within a 20 ft cube, or sixty four connected 5 ft. cubes. ***True Creation.*** When you cast *Creation*, you may cast it as an action, and you may choose to make any item you create with the spell last indefinitely and able to be used as a component for spells. Using this property costs additional charges based on the material created, as shown in the *Creation Material Charge Cost* table. ##### Creation Material Charge Cost | Material | Additional Charge Cost *(Not including the cost of casting the spell)* | |:----:|:-------------:| | Vegetable Matter | 0 | | Stone or Crystal | 2 | | Precious Metals | 3 | | Gems | 4 | | Adamantine or Mithril | 5 | \pagebreakNum #### The Healer's Stone *Wondrous item, artifact (requires attunement)* Attunement to the Healer's Stone can be done instantaneously, requiring no action. While attuned to the Healer's Stone, you do not age and cannot be aged magically, and are immune to poison and disease. This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges. ***Spells.*** You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): **Cure Wounds**, **Greater Restoration**, **Heal**, **Lesser Restoration**, **Regenerate**, **Simulacrum**, **Soul Cage**, **True Resurrection** **Regeneration.** When you cast *Cure Wounds*, you regain the maximum hit points from the spell. If you are reduced to 0 hit points, you may use your reaction to immediately use this property, targeting yourself. ***Enhanced Simulacrum.*** When you cast *Simulacrum*, you may choose to make the simulacrum a creature whose challenge rating, or level, is equal to your level or lower. It's make-up is that of the creature it resembles rather than snow and ice, it retains the ability to learn and its creature type, and has it's own personality, and it can regain hit points and spell slots normally. Additionally, you may have up to two active simulacra at once. The simulacrum has the Healer's Stone's *Regeneration* property and 15 charges. Expended charges are regained daily, at dawn. \pagebreakNum #### The Oracle's Stone *Wondrous item, artifact (requires attunement)* Attunement to the Oracle's Stone can be done instantaneously, requiring no action. While attuned to the Oracle's Stone, you cannot be surprised, and have telepathy out to 60 feet. Additionally, when you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. You lose any unused foretelling rolls at each dawn. This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges. ***Spells.*** You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): **Augury**, **Clairvoyance**, **Detect Thoughts**, **Divination**, **Legend Lore**, **Project Image**, **Scrying**, **Tongues**, **True Seeing** ***Subtle Probing.*** If you choose to probe deeper into the thoughts of a creature that is being affected by a *Detect Thoughts* spell you are concentrating on, the creature is not aware you are probing deeper into it's thoughts if it fails the saving throw. ***Refined Clairvoyance.*** When you cast *Clairvoyance* or *Project Image*, there is no range limit for the sensor or illusory copy, as long as they are placed on the same plane of existence as you, and you may choose to both see and hear through the *clairvoyance* sensor simultaneously. \pagebreakNum #### The Timekeeper's Stone *Wondrous item, artifact (requires attunement)* Attunement to the timekeeper's stone can be done instantaneously, requiring no action. While attuned to the timekeeper's stone, you do not age and cannot be aged magically, are immune to the effects of the spells *Slow* and *Time Stop*, creatures benefiting from the *Foresight* spell do not gain those benefits against you, and any spell or effect that reads the future, such as *Divination* or *Augury* cannot account for your involvement in the events being read. Additionally, dice rolls from a Wizard's *Portent* feature, and Luck Points from the *Lucky* feat, cannot be used to effect your rolls, or rolls made against you. This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges. ***Spells.*** You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): **Blight**, **Disintegrate**, **Haste**, **Slow**, **Time Stop** ***Uninterrupted.*** When you cast *time stop*, the spell no longer ends if an action you take, or effect you create, affects a creature other than you or an object worn or carried by a creature other than you. ***Flashback.*** As an action, you may revert time up to one round. This property may be used twice, regaining all expended uses daily at dawn. \pagebreakNum #### The Traveler's Stone *Wondrous item, artifact (requires attunement)* Attunement to the traveler's stone can be done instantaneously, requiring no action. While attuned to the traveler's stone, you know the *Mage Hand* cantrip (the hand is invisible) and may cast and use it as a bonus action. Additionally, you benefit from the effects of the *Longstrider*, *Jump*, and *Water Walk* spells, and may cast *Misty Step* at will, requiring no components. This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges. ***Spells.*** You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): **Catapult**, **Fly**, **Demiplane**, **Freedom of Movement**, **Dimension Door**, **Gate**, **Etherealness**, **Plane Shift**, **Reverse Gravity**, **Teleport**, **Scatter**, **Teleportation Circle**, **Shatter**, **Thunder Step**, **Telekinesis** ***Greater Telekinesis.*** While concentrating on a *Telekinesis* spell, you may cast *Catapult* at will, as a 3rd level spell, requiring no spell slot, charges, or components. Additionally, you may target up to three creatures or objects at once with your *Telekinesis* spell. And when you cast the spell, or while you are concentrating on it (as a bonus action), you may spend 4 additional charges, allowing the spell to effect Gargantuan creatures and objects. You may only target one Gargantuan object at a time. \columnbreak ### Auxiliary Effects: Planar Distortion As a fragment of The Philosopher's Stone, The Traveler's Stone is unstable and dangerous. Repeated short term use of The Traveler's Stone, or exposure to violent magical energies, may cause environmental effects, of varying intensity. Random creatures may randomly be summoned to the nearby area, either through portals, or they may just appear as if out of thin air. The DM may roll 1d4 to determine how many creatures appear, rolling at initiative count 20. The DM chooses what creatures appear. As the instability grows, the DM may choose to roll additional d4s. These creatures are under no compulsion to act in any particular fashion. The barriers between the planes themselves may break down as well. Flames of the Elemental Plane of Fire may erupt from the ground, a sudden tidal wave might cascade over the area, winds may tear though the vicinity and hunks of land may float into the air, or spires of earth, metal, and crystal could arise from the ground. The sky might twist in displays of alien starscapes, the astral plane may leak into the material world, or the local area could be ripped into the Astral Plane, entirely. Or creatures may be plane shifted into another plane. Any of these effects may be permanent, or temporary, and the examples above are not mechanics set in stone. Use this to just fuel your own creativity as to how these effects may manifest, if at all. \pagebreakNum #### The Weaver's Stone *Wondrous item, artifact (requires attunement)* Attunement to the Weaver's stone can be done instantaneously, requiring no action. While attuned to the Weaver's stone, you have a +2 bonus to spell attack roles, a +1 bonus to your spell save DC, and if you roll a 1 or 2 on any damage die for spells you cast you can reroll the die and must use the new result. Additionally, you may cast *Detect Magic* at will, and may maintain concentration on an additional spell at once. This stone has 20 charges, and regains 2d6 + 5 charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 1d12 + 1 charges. ***Spells.*** You may cast the following spells, without material components, by expending 1 charge for each level at which you cast the spell (Treat your spellcasting ability modifier as +5, unless yours is higher, while attuned to this stone): * **Counter Spell** * **Dispel Magic** * **Identify** **Inequivalent Exchange.** When you cast a spell that requires material components, you may ignore that requirement, unless the material has a stated gold value. When you cast a spell that requires material components with a stated gold value, you may spend charges to ignore that requirement. The amount of charges required depends on the gold value of the material components, as shown in the *Material Component Charge Cost* table. ##### Material Component Charge Cost | Material Gold Value | Charge Cost | |:----:|:-------------:| | 100 or less | 1 | | 101 - 500 | 2 | | 501 - 1000 | 3 | | greater than 1000 | 4 | ***Twist Elements.*** When you cast a spell that deals damage, you may choose to change the type of damage dealt to any damage type of your choice. You may also choose any amount of creatures that would take damage from the spell to be excluded from the effect. Additionally, whenever you cast a spell that affects an area, you may spend charges to increase the area of effect by 5 feet, in any dimension, for each charge you spend. ***True Sorcery.*** You have access to all Metamagic options, and may spend charges on them, as if they were Sorcery Points. Additionally, you may use one additional Metamagic option at a time, on spells. \columnbreak ### Auxiliary Effects: Wild Wild Weave The presence of the Weaver's Stone destabilizes magic around it. If a creature within 100 ft. of the Weaver's Stone casts a spell, that creature is treated as if they have the Wild Magic Sorcerer's *Wild Magic Surge* feature. If a creature is attuned to the Weaver's Stone, they may choose to ignore this effect. Additionally, random spells may simply take effect at initiative count 20, at random targets, in areas of magical combat, or other situations of active magical energies. The examples above are not mechanics set in stone. Use this to just fuel your own creativity as to how these effects may manifest, if at all. \pagebreakNum #### The Philosopher's Stone *Wondrous item, artifact (requires attunement)* The Philosopher's Stone has all the properties, and confers all the benefits, of the Fabricator's, Healer's, Oracle's, Timekeeper's, Traveler's, and Weaver's Stones, except for their *Spells* properties. This stone has 40 charges, and regains all charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the stone regains 2d12 + 10 charges. ***True Spells.*** You know all cantrips, and may cast any spell (except for *Wish*), spending 1 charge per level at which you cast the spell, requiring no material components. Additionally, you act as if your spellcasting ability modifier is +6, when casting spells, unless your own is higher. ***Philosopher's Wish.*** You may cast the *Wish* spell, without expending any charges. Once you do so, you cannot do so again, until the next dawn. Additionally, whenever you cast *Wish* in this way, you do not suffer any penalties for creating effects that are not replicating a spell, and you do not risk becoming unable to cast *Wish*. If you have previously become unable to cast *Wish*, you are able to cast it while attuned to the Philosopher's Stone. ***Empower the Stone.*** As an action, you may force any amount of creatures within 30 feet of you to make a DC 15 Constitution saving throw, or be subject to the effects of the *imprisonment* spell. The form of imprisonment is the *minimus containment* option, the prison itself being the Philosopher's Stone. Any creature that is imprisoned this way dies as it's life force is absorbed by the stone, and the stone gains 5 charges for each creature that is imprisoned. Once this property is used, it cannot be used again until the next dawn. This property may be used to bring the Philosopher's Stone's amount of charges above its maximum, though the Stone only regains charges up to its maximum of 40, when it regains them at dawn.