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# Mastery Path: Jewelcrafting Particles of lustrous material kick up into the air and gently waft downwards, as the artisan holds the burnished gem against the edge of the grinding stone. He pulls it closer, turns the many adjustments on his monocle, and inspects the surfaces on this tiny, but elaborate jewel. The lights in his tiny studio magnify the brilliance of the minuscule planes, a myriad of colors collide together as the glare pierces through the faces, intersecting with each other, each one a small component to a larger kaleidoscope of hues. "*Not enough*," he mutters to himself, and proceeds to bring the gem towards the grinding stone once more. He leans in close to observe the mineral shrink ever so slightly as he presses on the lap with it, and the lamplight reflects off of his lens, into the multitude of perfect, pristine gemstones lining the multiple cases in his workshop. A plethora of beautiful, alluring jewels and cabochons in their bezels, all breathtaking in their own respective rights, but, apparently *just not enough*. ___ >This is playtest material for the Myrias campaign setting. >___ >This material is categorized under the homebrew mechanics for Masteries. Note that almost all of this information is subject to change. Effects, prices, difficulty classes can change in future revisions. Updates are generally not retroactive unless specifically stated otherwise. ## Becoming a Jeweller Upon taking this Mastery at **Tier 1**, you **gain proficiency in jeweler's tools,** if you don't already have it, and you are able to produce new arcane accessories that you can distribute and wear as you desire. At the end of every mission, you may explain to the DM that you mean to start crafting an arcane accessory. You may choose from the list of craftable accessories and effects in this document and spend the gold required to make it, as well as any other materials required by the project. You will then make **a Dexterity or Intelligence-based Jeweler's Tools check** to see if the job was a success. \columnbreak ## Furthering Your Mastery When increasing your mastery tier in jewelcrafting, you will choose one discipline to study, available to choose among the **Jewelcrafting Institutions of Myrias**. Doing so will unlock the appropriate upgrade paths available to that discipline for your arcane accessories. Upon gaining another mastery level, you can further decide to deepen your knowledge in that discipline, or expand the breadth of your knowledge by choosing *another* institution to study from. ## Arcane Accessories: Potential Unleashed From deep study and arudous practice, you've unlocked the ability to infuse and utilize the magic within these jewels. Below, you will find applicable gems, which are only waiting for you to work on. ___ Arcane Accessories are crafted by jewelcrafters, which an adventurer must wear and attune to in order to take advantage of its effects. Arcane accessories have two features: An Accessory Feature and a Spell Feature. **Accessory Features** are features that are granted by the gemstones themselves and their level of refinement by jewelcrafter. **Spell Features** are features that are imbued by the jewelcrafter into each individual gem. ___ At higher levels, jewelcrafters are able to create **Immaculate Arcane Accessories** at Tier 2, which make use of three gems in one, and **Masterwork Arcane Accessories** at Tier 3, which take advantage of six gems, or two Immaculate Arcane Accessories, thus taking advantage of multiple accessory features with only one attunement slot. ### Equipping Arcane Accessories All arcane accessories require attunement in order to benefit from. On top of this, there are level requirements in order to take advantage off higher-tier equipment. |Accessory Type|Level Requirement| |:---:|:---:| |Simple|1 |Immaculate| 5 |Masterwork| 9 \pagebreakNum ### Crafting Basic, Immaculate, and Masterwork Arcane Accessories After deciding on which spell feature you wish to grant, you will then choose a jewel you possess that you wish to use as a base for your jewelcutting. The gold cost and difficulty in the project are both determined by the level of the spell you wish to enhance in the arcane accessory. After succeeding your crafting check, you now have a basic arcane accessory that you're able to attune to and benefit from. If you fail the crafting check, roll a d4. If the result is even, the gem used in the crafting check is refunded. If the result is odd, the gem used in the crafting check is lost. ___ **Immaculate Arcane Accessories** are comprised of three basic arcane accessories. Upon reaching second tier in jewelcrafting, this is made available to you. Using **three basic arcane accessories**, you can make another crafting check. The DC for this project is 17, and the gold cost is 400gp. Remember that in order to unlock a higher tier accessory effect, all gems in the accessory must be of the same type. ___ **Masterwork Arcane Accessories** are composed of either 6 basic arcane accessories (in order to gain masterwork accessory features) or 2 immaculate arcane accessories. These follow the same rules as Immaculate Arcane Accessories. The DC for this project is 20, and the gold cost is 800gp. ### Limitations of Arcane Accessories Arcane accessories require attunement to be able to use the Gem Feature and the Spell Feature in it. ___ Similar Arcane accessories do not stack effects. * For example: Attuning to two amethysts will only grant you storage for a single spell, not two. In the same way, attuning to two garnets only restore hit points equal to your spellcasting modifier, not double. ___ In the case that an arcane accessory is made at a higher tier than another, the stronger feature will be used in place of another. * For example, a Masterwork Topaz Arcane Accessory will supercede an Immaculate Topaz Arcane Accessory, even if these two were made by different jewelcrafters from different jewelcutting disciplines. ### Reducing Arcane Accessories There may come a time that you feel the need to change the accessory feature or spell feature of something that you already have. If this is the case, there is a way to go about this. All Arcane Accessories can be broken down into single gem Basic Arcane Accessories. This will require you to spend your end-of-mission crafting session to do so. Doing this costs no gold and always succeeds. ## The Jewelcrafting Institutions of Myrias ### Jewelcutters' Guild of Thrynn (JGT) Lapidary has been the traditional craft of Thrynn Artisans since even before the shattering, and the decades of polishing and grinding has led to a quality unmatched by any other craftsman. The Jewelcutters’ Guild of Thrynn pride themselves on the ornate detail they put into every facet, every edge, and this level of meticulous work is mirrored in the magical gemstones they produce. ### The Shayra Geological Association (SGA) Each facet, brilliant; each step, pristine. The unique gem-cutting style of the Shayra Geological Association brings great gratification to the country, producing and exporting gems with wondrous patterns and arrangements on a miniscule, almost imperceivable scale. All of this work does not fall on unappreciative eyes, however, as every jewel set in a bezel holds a transcendental energy only those who are worthy can manifest. ## Gems Accessory Features ### Garnet *Often used as an abrasive in its granular form, or as a sharpener in its crystal form, the brilliant red garnet is saturated with magics that enhance its rigidity by tenfold.* ___ When you cast a spell that consumes a spell slot, you gain temporary hit points equal to your spellcasting modifier. ___ **JGT Accessory Feature.** When crafted as an immaculate accessory, the temporary hit points you gain increase to twice your spellcasting modifier, and further increases to thrice your spellcasting modifier when crafted as a masterwork accessory. ___ **SGA Accessory Feature** This accessory gains a new property as an immaculate accessory. When you cast a spell that consumes a spell slot, you gain temporary hit points equal to the spell’s level times your spellcasting ability modifier, up to a maximum of 25. If a creature hits you with a melee attack while you have these hit points, the creature takes damage equal to the initial value of the temporary hit points. The damage type can be acid, cold, fire, lightning, or thunder, chosen by you when you cast the spell. Once you have used this property, you can’t use it again until you have finished a long rest. ___ When made as a masterwork accessory, the temporary hit points you gain no longer have a maximum limit, only limited by the spell slot you used and your spellcasting modifier. \pagebreakNum ### Peridot *The calming sheen of this softer, but more opulent semi-metallic gemstone exudes an aura of vitality. Those who wear the gemstone are said to be safer from disease and sickness.* ___ When you cast a spell that consumes a spell slot, you regain hit points equal to your spellcasting modifier. ___ **JGT Accessory Feature.** When crafted as an immaculate accessory, the hit points you regain increase to 1.5 times your spellcasting modifier (rounded down), and further increases to twice your spellcasting modifier when crafted as a masterwork accessory. ___ **SGA Accessory Feature** When crafted as an immaculate accessory, you can choose up to two different creatures within 30 feet of you that have at least 1 hit point to regain the hit points instead. The creatures regain hit points equal to your spellcasting ability modifier. When crafted as a masterwork accessory, you can choose up to four different creatures instead. ### Amethyst *As the light plays on the facets of this enthralling purple quartz, one must stop themselves from falling into a trance staring deep into the mystical mystery of this magical mineral.* ___ You can cast a spell of 1st level into the gem by touching it as the spell is cast. The spell has no effect, other than to be stored in the gem. If the gem can't hold the spell, the spell is expended without effect. If a spell of a level higher than the accessory’s capacity is cast into it, the accessory will try to contain as much of the spell’s power as possible. The accessory will store the spell at a level appropriate to its max storage, if the lower level exists. ___ While wearing this accessory, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the accessory is no longer stored in it, freeing up space. ___ When you lose attunement to the gem, any spells held within it are lost, freeing up space. ___ **JGT Accessory Feature.** When crafted as an immaculate accessory, the gem can now store a spell of 3rd level or lower. This increases to a spell of 5th level or lower when crafted as a masterwork gem. ___ **SGA Accessory Feature** When crafted as an immaculate accessory, the gem can now store up to three 1st-level spells. Each one must be separately cast into the gem, and each one is expended separately. When crafted as a masterwork accessory, the three spells can now be of 3rd-level or lower. \columnbreak ### Topaz *One of the hardest minerals in Myrias, the rich yellow topaz seems to glow brighter and become clearer when in the presence of strong magics. The availability of the mineral makes it one of the more popular gemstones.* ___ When casting a spell that consumes a spell slot that deals acid, cold, fire, lightning, or thunder damage and targets only one creature, you may roll 1d4 and add the result to the damage dealt. ___ **JGT Accessory Feature.** When crafted as an immaculate accessory, the bonus to damage increases to 2d4, and further to 4d4 as a masterwork arcane accessory. ___ **SGA Accessory Feature** When crafted as an immaculate accessory, the gem’s bonus to damage now also applies to spells that target multiple creatures at once. When crafted as a masterwork accessory, the gem’s damage bonus increases to 2d4. ### Lapis Lazuli *Prized by its intense deep-blue color, the semi-precious lapis is often crafted into beads and bracelets, fabled to protect the wearer from danger.* ___ This gem has a number of charges equal to your spell casting modifier. When you are hit by an attack, you may use your reaction to expend any number of these charges. When you do, an invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a bonus to your AC equal to the number of charges you expended, including against the triggering attack. The gem regains all expended charges after a long rest. ___ **JGT Accessory Feature.** When crafted into an immaculate arcane accessory, your pool of charges increases to double your spellcasting modifier, and further increases to four times your spellcasting modifier as a masterwork arcane accessory. ___ **SGA Accessory Feature** When crafted into an immaculate accessory, each time you cast a spell that expends a spell slot, the gem regains a number of charges equal to the level of the spell. The number of charges regained increases to twice the level of the spell you cast when crafted as a masterwork accessory. \pagebreakNum ### Lunacite *The milky hue of the rare lunacite signifies the uncertainty of the future, but in contrary to its cloudy coloration, this dense mineral aids the wearer to be able to see farther, perceive the often unrecognized, and discern those which are hidden from the naked eye.* ___ Spell attacks you make treat three-quarters cover as half cover, and half cover as no cover. ___ **JGT Accessory Feature.** As an immaculate arcane accessory, you gain the ability to activate this accessory as a free action to calm your mind and focus your senses. Until the end of your turn, your spell attacks ignore any disadvantage and advantage imposed on them. Once you have used this property, you can't use it again until you finish a short or long rest. ___ When crafted as a masterwork, this accessory further gains the ability to be activated as a free action to increase the range of spell attacks. Until the end of your turn, spell attacks with a range of touch or 5 feet have a range of 30 feet instead, and spells with a range greater than 5 feet have their range doubled. Once you have used this feature, you can’t use it again until you finish a short or long rest. ___ **SGA Accessory Feature** The gem gains a new property as an immaculate accessory. When you make a spell attack roll, you grant yourself advantage on the roll. Once you have used this property, you can't use it again until you finish a short or long rest. The gem gains another property when made as a masterwork accessory. When you hit with a spell attack roll, the hit is considered a critical hit. Once you have used this property, you can't use it again until you finish a long rest. ### Tourmaline *Showing off a bright coloration that is almost iridescent, the semi-precious crystalline tourmaline glints and gleams with an otherworldly magic radiating from its many faces, almost as if its pulling you in.* ___ Casting a spell generates a number of arcane, formless wisps equal to the spells level that hover around you, up to a maximum of 5. As an action, you can will these wisps to hit a creature of your choice that you can see within 120 feet of you. Each wisp deals 1 force damage to its target. The wisps all strike simultaneously, and you can direct them to hit one creature or several. ___ **JGT Accessory Feature.** When recrafted into an immaculate accessory, the limit of wisps you can hold at any given time increases to ten, and you can expend five wisps to force a target creature to make an opposed Strength (Athletics) or Dexterity (Acrobatics) against your spellsave DC or be grappled by the wisps, as they cover the space the creature occupies. As a masterwork accessory, the limit increases to fifteen, and using five wisps on a creature will force them to make a strength saving throw against becoming restrained. **SGA Accessory Feature** As an immaculate accessory, the maximum of 10 wisps the gem can have at a time increases to 10. Additionally, when your wisps hit a creature, you can have the wisps grant temporary hit points to that creature instead. The creature gains temporary hit points equal to the number of wisps that hit it. When made as a masterwork accessory, the maximum number of wisps the gem can have at a time increases to 15 ### Aquamarine *Evoking the colors of the sea, the soothing aquamarine pulsates a tranquil atmosphere, helping the wearer keep a clear mind and focus on the tasks at hand.* ___ You gain a +1 bonus to Constitution saving throws made to maintain concentration. You regain the use of this ability after completing a short rest. ___ **JGT Accessory Feature.** As an immaculate accessory, As a reaction to taking damage, you can activate this accessory to also grant advantage on your saving throw to maintain concentration, but you only regain this feature after completing a long rest. When turned into a masterwork, this accessory’s feature can be used again after completing a short rest. ___ **SGA Accessory Feature** When you are forced to make a Constitution saving throw to maintain concentration (but before you make the roll), you can use your reaction to expend a spell slot of the same level of the spell you are currently concentrating. If you do so, you automatically pass the saving throw. When made as a masterwork accessory, you can use this reaction after you make the roll, knowing whether you passed or failed the saving throw. ### Zircon *A bright orange gemstone that emits a quality only comparable to bravery, the magnificent zircon is said to eliminate the feeling of fear and dread, instilling courage into the hearts of those who wear it.* ___ Your spell save DC increases by 1 for each other player character within 15 feet that has 0 hit points or is dead ___ **JGT Accessory Feature.** As an immaculate accessory, the range of the gem increases to 30 feet. When made as a masterwork accessory, the range increases to 60 feet. ___ **SGA Accessory Feature** As an immaculate accessory, the gem’s bonus to your spell save DC increases to +2 per player character that is at 0 hit points or dead. When made as a masterwork accessory, the bonus increases to +3 per player character that is at 0 hit points or dead. \pagebreakNum ## Spell Features | Feature Level | Crafting DC | |:---:|:---:| | 0-2| 12 | 3-5| 14 | 6-7| 16 | 8-9| 18 ### Cantrip Features **Crafting Cost: 100gp**\ **Crafting DC: 12** ___ **Dancing Fire.** You can use your bonus action to move your ***create bonfire*** up to 5 feet along the surface it is on. ___ **Ignite.** Casting ***Control Flames*** causes the next fire damage you roll to have one additional damage die until the end of your next turn. ___ **Conflagrate.** When you take damage from a creature within 5 feet of you while you have an active ***Produce Flame***, you can use your reaction to end the spell and cause the attacker to take the spell's damage. ___ **Flash.** ***Light*** can instead be cast on a creature you can reach. The target must make a Constitution saving throw or be blinded until the end of your next turn. ___ **Gale Rush.** When you move a creature using ***Gust***, you can move it up to 10 feet. If the target fails its saving throw by 5 or more, you can move it straight up. ___ **Frost Trap.** You can use ***Shape Water*** to grapple a creature standing within 5 feet of at least one quart of exposed water. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC or be grappled until the end of your next turn. ___ **Earth Barrier.** If you are subjected to an effect which allows you to make a Dexterity save for half damage, you can use your reaction to cast ***Mold Earth*** and take no damage, interposing a wall of earth between you and the effect. Once you have used this property, you can't use it again until you finish a short or long rest. ___ **Raise the Dying.** Casting ***Spare the Dying*** on a stabilized creature at 0 hit points causes it to regain 1 hit point. ___ **Quick Fix.** You can decrease the casting time of ***Mending*** from 1 minute down to 1 action. Once you have used this property, you can't use it again until you finish a short or long rest. ___ **Divined Strike.** When you cast ***True Strike***, instead of the normal effects, the next attack roll against the target has a +10 bonus to the roll. ___ **Quickened Ward.** You cast ***Blade Ward*** as a bonus action. Once you have used this property, you can't use it again until you finish a short or long rest. ___ **Shared Ward.** ***Blade Ward's*** range is now touch, and can affect other creatures. ___ **Lightning Lasso.** Creatures that fail the Strength saving throw of ***Lightning Lure*** by 5 or more are Grappled by you. Creatures grappled in this way can use their action to make a Strength (Athletics) or Dexterity (Acrobatics) check (target's choice) against your spell save DC to end the grapple. ___ **Toxic Torrent.** When you cast ***Poison Spray***, you affect all creatures in a 15-foot cone originating from you. Once you have used this property, you can't use it again until you finish a short or long rest. ___ **Dancing Blades.** When you cast ***Sword Burst***, you can change its duration to Concentration, up to 1 minute. You can use a bonus action on subsequent turns to repeat the effect, so long as you remain in the space that the spell was cast. The spell ends when you leave this space. ___ **Corrosive Splash.** Creatures that fail their Dexterity Saving Throw against your ***Acid Splash*** by 5 or more have their AC reduced by 2 for 1 minute. This effect does not stack with itself. ___ **Bright Outline.** As a bonus action on your turn, you can throw all remaining lights of ***Dancing Lights*** at a creature within range. That creature must succeed on a Dexterity saving throw or shed a dim light in a 10-foot radius, and the affected creature can’t benefit from being invisible. ___ **Deafening Crescendo.** Targets affected by ***Booming Blade*** are sheathed in booming energy for 1 minute instead of until the start of your next turn ___ **Actual Chill Touch.** ***Chill Touch*** can be used as a melee spell attack with a range of 5 feet. This attack's damage changes into 1d12 cold damage when cast in this way. ___ **Debilitate.** A creature knocked prone by ***Sapping Sting*** must use its entire movement to stand up. \pagebreakNum **Subtle Friends.** When the effects of ***Friends*** ends on a creature, they must make a Wisdom saving throw against your spell save DC. On a failure, the target does not realize you used magic to influence it for this casting of the spell. ___ **Rampage.** When you hit a creature with ***Primal Savagery***, you can use your bonus action to repeat the attack against another creature within 5 feet of the original target and within your reach. ___ **Green-Flame Spear.** When you cast ***Green-Flame Blade***, the distance green fire can jump increases to 10 feet. ___ **Feathergust.** When you fall, you can use your reaction to cast ***Gust***. If you do so, reduce the effective distance you fell by 10 feet when calculating the amount of falling damage you take. At 5th level, the effecive distance is reduced by 20 feet instead. It is further reduced by another 10 feet at 11th and 17th level. ___ **Directed Assault.** When a creature fails its saving throw against your ***Infestation*** spell, you choose the direction the target moves. ___ **Sonic Burst.** ***Thunderclap's*** range increases to 10 feet, and creatures that fail their saving throw are also deafened until the end of your next turn. ___ **Stunning Stone.** When you score a critical hit on a creature with ***Magic Stone***, the target is stunned until the end of its next turn. ___ **Tripping attack.** When you hit a Large or smaller creature with ***Magic Stone***, the target must succeed on a DC 10 Dexterity Saving Throw or be knocked prone. ___ **Group Message.** ***Message*** can now be disseminated among up to 4 other creatures ___ **Frost Shackle.** When you hit a target with ***Ray of Frost***, the target's speed is halved intstead. ___ **Endure.** The duration of ***Resistance*** is increased to Concentration, up to 1 hour. ___ **Flame.** When you cast ***Sacred Flame***, you can change the damage type to fire for each casting of the spell. A flammable object that takes fire damage from this spell ignites if it isn't being worn or carried. ___ **The Bird.** When you cast ***Vicious Mockery***, you can do so with a Somatic component instead of a Verbal one. If you do so, the target automatically succeeds on its saving throw if it cannot see you. ___ **Shout of Radiance.** When you cast ***Word of Radiance***, you can increase its range to 15 feet \pagebreakNum ### Level 1 Spell Features **Crafting Cost: 150gp**\ **Crafting DC: 12** ___ **To the Death!** When you cast ***Compelled Duel***, you and your target have advantage on attack rolls against each other. ___ **Unyielding.** The target of your ***Compelled Duel*** cannot break your concentration. ___ **Ray of Putrescence.** A creature you hit with ***Ray of Sickness*** automatically fails its Constitution saving throw against being poisoned by the spell. ___ **Commune of Protection.** When you cast **Protection From Evil and Good** using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. ___ **Quickened Escape.** You can cast ***Jump*** or ***Longstrider*** as a Bonus Action. ___ **Which Bolt.** ***Witch Bolt*** only ends if you end your turn and the target is outside the spell's range or has total cover from you. ___ **Bitch Bolt.** Casting ***Witch Bolt*** using a spell slot of 2nd level or higher increases the recurring damage by 1d12 for each level cast above first. ___ **Switch Bolt.** ***Witch Bolt*** doesn't end if you use your action to do anything else. ___ **Witch Fault.** ***Witch Bolt*** can be cast as a reaction to taking damage. If cast in this way, Witch Bolt becomes a melee spell attack with a range of 5ft. ___ **Mental Instability.** Failing the saving throw of ***Cause Fear*** by 5 or more causes the affected creature to take 2d6 psychic damage. ___ **It Burns!** A creature blinded by ***Color Spray*** is also incapacitated until the spell ends. ___ **Expedited Retreat.** You can cast ***Expeditious Retreat*** without requiring concentration. If you do so, the spell ends early if you cast it again, or if you choose to using a bonus action. ___ **Mind Meld.** When you use an action to see through your familiar with the ***Find Familiar*** spell, you don't lose your own senses. ___ **Oilfire.** The area covered by your ***Grease*** spell can be ignited, and remains ignited for the rest of the spell's duration. Creatures that start their turn in the area or enter it for the first time on a turn take 2d4 Fire damage. ___ **Mage Plate.** When you cast ***Mage Armor***, you also gain temporary hit points equal to twice your proficiency bonus. While you have these hit points, your AC is further increased by 1. ___ **Vape Sight.** You can see through your own ***Fog Cloud***. ___ **Hippity Hops.** You have advantage on Dexterity Saving Throws while you are under the effects of the ***Jump*** spell. This spell's duration is reduced to 18 seconds. ___ **Compound Snare.** You can cast ***Snare*** as a Ritual. ___ **Burning Grasp.** Creatures that are Grappling and or are being Grappled have disadvantage on their saving throw against your ***Burning Hands.*** ___ **Tru Lyfe.** When you cast ***False Life***, you can extend the casting time to 1 minute. If you do so, you gain the maximum amount of temporary hit points. ___ **Shining Beacon.** Creatures hit by your ***Guiding Bolt*** shed dim light in a 5-foot radius until they next receive damage. ___ **Shield Master.** ***Shield*** also grants you a +2 to Dexterity Saving Throws for the duration. This spell can be cast as a reaction to being subject to a Dexterity Saving Throw. ___ **Stupefy.** If you roll a 1 on any damage die for ***Thunderwave***, creatures that fail their saving throw are also paralyzed until the start of their next turn. ___ **Heightened Detection.** When you cast ***Detect Evil and Good***, its range is increased to 120 feet. The range further increases by 60 feet when cast for each level above first. ___ **Hail of Lego.** A creature that fails its saving throw against your ***Hail of Thorns*** by 5 or more has their speed decreased by 10 feet. The reduction lasts until the target or a creature within reach of it uses their action to make a Wisdom (Medicine) check on the target against your spell save DC, or the target receives magical healing. ___ **Divine Fortitude.** When you roll for ***Divine Favor***'s radiant damage, you gain temporary hit points equal to the roll. If you take damage while you have these hit points, you automatically pass your concentration check. ___ **Shared Faith.** While you are within 5 feet of the creature you cast ***Shield of Faith*** on, your AC increases by 1. ___ **Chromatic Veil.** When you cast ***Chromatic Orb***, you can forgo making a ranged spell attack and instead force the target to make a Constitution saving throw or take the spell's damage. ___ **Drop and Roll.** Creatures that are prone receive double damage from your ***Earth Tremor***. ___ **Acidic Brew.** ***Tasha's Caustic Brew*** also reduces the target's AC by 1 ___ **Snare of Hadar.** If you cast ***Arms of Hadar*** and affect only one creature, that creature has disadvantage on their saving throw against the spell. \pagebreakNum ### Level 2 Spell Features **Crafting Cost: 200gp**\ **Crafting DC: 12** ### Level 3 Spell Features **Crafting Cost: 300gp**\ **Crafting DC: 14** ### Level 4 Spell Features **Crafting Cost: 350gp**\ **Crafting DC: 14** ### Level 5 Spell Features **Crafting Cost: 400gp**\ **Crafting DC: 14** ### Level 6 Spell Features **Crafting Cost: 500gp**\ **Crafting DC: 16** ### Level 7 Spell Features **Crafting Cost: 5500gp**\ **Crafting DC: 16** ### Level 8 Spell Features **Crafting Cost: 650gp**\ **Crafting DC: 18** ### Level 9 Spell Features **Crafting Cost: 700gp**\ **Crafting DC: 18** ## The future of Jewelcrafting In the future, we wish to implement more Spell Features that include levelled spells, as well as introduce more jewelcutting disciplines, and even more gemstones. \pagebreakNum ### Changelog #### 13 March 2021 * Added First level spell features. #### 12 April 2021 * Added level requirements for equipping arcane accessories.