Astral Shards (Minor) Image

Minor shards, are astral tears of small size that will grant its wearer with innate magical abilities and access to one of the following astral actions (each action can be used a number of times equal to half your proficiency bonus). If the action requieres a save the DC is equal to 8 + Constitution modifier + Proficiency bonus. The character regain all expended uses after finishing a short or long rest.

To use one of these shard on has to infuse the astral energy either into itself or into a pice of primed equipment.

Direct Infusion. Infusing a shard directly to the body has high risks but requires nothing more that expending an hour to focus the astral energy into the body. At the end of the hour the creature must succeed a Constitution saving throw DC 10 or suffer an astral sickness for 1d10 weeks. The DM decides the effect of the sickness from the Astral sickness table.

Item Infusion. To infuse the astral shard into a primed item it requires a week of work from a skilled expert. The expert has to use a specialized set of tools to prime a non magical piece of equipment with 500 gp worth of electrum ore and then spend one hour infusing the astral shard into the primed equipment. This process is long but allows the wearer of the item access to the ablity of the astral shard without risking an astral sickness.

Tool Training. Infusing items with astral shards requieres proficiency in enchantment tools (tinker's or smith's tools) that specialize in astral infusion. To achieve this a character must train for a minimum 10 workweeks (Dm's discretion), but this time is reduced by a number of workweeks equal to the character's Intelligence modifier. The training cost 50 gp per workweek and the access to an instructor that is proficient in the tools. Every 10 workweeks spent training thete is a 10 percent chance of a complication (Check Training complication's table in Xaanthar's Guide to Everything). 

Astral Shards (Minor) Image

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