Wondrous Item, varies
Socketable Gems can be placed in Socketed Items to modify/enhance or in rare cases, nullify that magic item's power. Socketed Gem effects DO NOT stack, only the highest grade counts.
Enchanted Gems are the simplest form of socketables, and can be found in a variety of effects and grades. Typically there is a dedicated Weapon effect, Armor/Helm effect, and Shield effect. The most common are listed here, but others can be added per DM's discretion.
Socketed Item Rules (brief:)
- A socket is akin to a crown used for setting a gem in jewelry, but larger and more robust, typically allowing for only minimal protrusion of the socketed item above the base material's level.
- Non-Magic Items can have up to three sockets. Sockets can be added to a non-magic item either during creation, or after with relative ease. Bows and crossbows can have up to two sockets. Smaller items rarely have more than 1 socket (daggers.) Consumables (arrows, bolts,) can not have sockets. Rings, Amulets, and Charms can not be socketed under most conditions (there may be an artifact or two around with a socket.)
- Placing magic Socketable items into a non-magic Socketed Item does not turn that item Magical. Just the effects from the Gems are magical.
- Armor means a suit of armor, and the socket(s) is typically placed on the breast, thigh, shoulder, even the collar. A helm can be a helmet, circlet, or cap that is part of an armor set or stand-alone.
- A freshly made Magic Item, while in process, can have up to two sockets made into it. Adding sockets to a magical item is not an cheap or easy process.
- A magic item that was crafted without sockets, can be modified to have 1 socket with process/ritual of the DM's choice. Again, it is not a cheap or easy proccess.
Grades:
Chipped - Common
Flawed - Uncommon
[Regular] - Rare
Flawless - Very Rare
Perfect - Legendary
Formatting:
Gem: Weapon Effect / Shield Effect / Armor-Helm Effect
| Skull | Socketed in Weapon: | Socketed in Shield: | Socketed in Armor or Helm: |
| Chipped | Whenever you deal damage with this weapon, you heal 1 HP. | Whenever a creature hits you with a melee attack, deal 1 Force damage to that creature. | While in combat, you gain 1 temporary HP at the start of your turn. |
| Flawed | Whenever you deal damage with this weapon, you heal 1d4 HP. | Whenever a creature hits you with a melee attack, deal 1d4 Force damage to that creature. | While in combat, you gain 1d4 temporary HP at the start of your turn. |
| Regular | Whenever you deal damage with this weapon, you heal 1d6 HP. | Whenever a creature hits you with a melee attack, deal 1d6 Force damage to that creature. | While in combat, you gain 1d6 temporary HP at the start of your turn. |
| Flawless | Whenever you deal damage with this weapon, you heal 2d4 HP. | Whenever a creature hits you with a melee attack, deal 2d4 Force damage to that creature. | While in combat, you gain 2d4 temporary HP at the start of your turn. |
| Perfect | Whenever you deal damage with this weapon, you heal 2d6 HP. | Whenever a creature hits you with a melee attack, deal 2d6 Force damage to that creature. | While in combat, you gain 2d6 temporary HP at the start of your turn. |
| Diamond | Socketed in Weapon: | Socketed in Shield: | Socketed in Armor or Helm: |
| Chipped | Whenever you deal damage with this weapon to an undead or fiend, add 1 Radiant damage. | Chose a damage type when you socket this item, reduce all damage by that type by 1. | When you put this item in a socket, choose a saving throw, you get +1 to that saving throw. |
| Flawed | Whenever you deal damage with this weapon to an undead or fiend, add 1d4 Radiant damage. | Chose a damage type when you socket this item, reduce all damage by that type by 1d4. | When you put this item in a socket, choose a saving throw, you get +1 to that saving throw. |
| Regular | Whenever you deal damage with this weapon to an undead or fiend, add 1d6 Radiant damage. | Chose a damage type when you socket this item, reduce all damage by that type by 1d6. | When you put this item in a socket, choose a saving throw, you get +2 to that saving throw. |
| Flawless | Whenever you deal damage with this weapon to an undead or fiend, add 2d4 Radiant damage. | Chose a damage type when you socket this item, reduce all damage by that type by 2d4. | When you put this item in a socket, choose a saving throw, you get +2 to that saving throw. |
| Perfect | Whenever you deal damage with this weapon to an undead or fiend, add 2d6 Radiant damage. | Chose a damage type when you socket this item, reduce all damage by that type by 2d6. | When you put this item in a socket, choose a saving throw, you get +3 to that saving throw. |
| Amethyst | Socketed in Weapon: | Socketed in Shield: | Socketed in Armor or Helm: |
| Chipped | +1d2-1 to weapon attack rolls. | Whenever an enemy hits you with an attack that deals piercing, bludgeoning, slashing, or force damage, reduce that damage by 1. | You have +1 to Athletics, and can carry, lift, drag an additional 10 pounds. |
| Flawed | +1 to weapon attack rolls. | Whenever an enemy hits you with an attack that deals piercing, bludgeoning, slashing, or force damage, reduce that damage by 1d4. | You have +1 to Athletics, and can carry, lift, drag an additional 20 pounds. |
| Regular | +1d2 to weapon attack rolls. | Whenever an enemy hits you with an attack that deals piercing, bludgeoning, slashing, or force damage, reduce that damage by 1d6. | You have +2 to Athletics, and can carry, lift, drag an additional 30 pounds. |
| Flawless | +1d3 to weapon attack rolls. | Whenever an enemy hits you with an attack that deals piercing, bludgeoning, slashing, or force damage, reduce that damage by 2d4. | You have +2 to Athletics, and can carry, lift, drag an additional 40 pounds. |
| Perfect | +1d4 to weapon attack rolls. | Whenever an enemy hits you with an attack that deals piercing, bludgeoning, slashing, or force damage, reduce that damage by 2d6. | You have +3 to Athletics, and can carry, lift, drag an additional 50 pounds. |
| Sapphires | Socketed in Weapon: | Socketed in Shield: | Socketed in Armor or Helm: |
| Chipped | Whenever you deal damage with this weapon, add 1 cold damage. | Reduce all cold damage taken by 1. | Once per a day you may use an action to regain 1 level 1 spell slot. |
| Flawed | Whenever you deal damage with this weapon, add 1d4 cold damage. | Reduce all cold damage taken by 1d4. | Once per a day you may use an action to regain 1 level 2 spell slot. |
| Regular | Whenever you deal damage with this weapon, add 1d6 cold damage. | Reduce all cold damage taken by 1d6. | Once per a day you may use an action to regain 1 level 3 spell slot. |
| Flawless | Whenever you deal damage with this weapon, add 2d4 cold damage. | Reduce all cold damage taken by 2d4. | Once per a day you may use an action to regain 1 level 4 spell slot. |
| Perfect | Whenever you deal damage with this weapon, add 2d6 cold damage. | Reduce all cold damage taken by 2d6. | Once per a day you may use an action to regain 1 level 5 spell slot. |
| Emerald | Socketed in Weapon: | Socketed in Shield: | Socketed in Armor or Helm: |
| Chipped | Whenever you deal damage with this weapon, add 1 acid damage. | Reduce all acid damage taken by 1. | You have +1 to Acrobatics. |
| Flawed | Whenever you deal damage with this weapon, add 1d4 acid damage. | Reduce all acid damage taken by 1d4. | You have +1 to Acrobatics. |
| Regular | Whenever you deal damage with this weapon, add 1d6 acid damage. | Reduce all acid damage taken by 1d6. | You have +1 to Acrobatics, and +1 to Sleight of Hand. |
| Flawless | Whenever you deal damage with this weapon, add 2d4 acid damage. | Reduce all acid damage taken by 2d4. | You have +1 to Acrobatics, and +1 to Sleight of Hand. |
| Perfect | Whenever you deal damage with this weapon, add 2d6 acid damage. | Reduce all acid damage taken by 2d6. | You have +1 to Acrobatics, +1 to Sleight of Hand, and +1 to Stealth. |
| Ruby | Socketed in Weapon: | Socketed in Shield: | Socketed in Armor or Helm: |
| Chipped | Whenever you deal damage with this weapon, add 1 fire damage. | Reduce all fire damage taken by 1. | Your maximum hit points are increased by +5. |
| Flawed | Whenever you deal damage with this weapon, add 1d4 fire damage. | Reduce all fire damage taken by 1d4. | Your maximum hit points are increased by +10 |
| Regular | Whenever you deal damage with this weapon, add 1d6 fire damage. | Reduce all fire damage taken by 1d6. | Your maximum hit points are increased by +20 |
| Flawless | Whenever you deal damage with this weapon, add 2d4 fire damage. | Reduce all fire damage taken by 2d4. | Your maximum hit points are increased by +40 |
| Perfect | Whenever you deal damage with this weapon, add 2d6 fire damage. | Reduce all fire damage taken by 2d6. | Your maximum hit points are increased by +60. |
| Topaz | Socketed in Weapon: | Socketed in Shield: | Socketed in Armor or Helm: |
| Chipped | Whenever you deal damage with this weapon, add 1 lighting damage. | Reduce all lighting damage taken by 1. | You gain 10 feet of darkvision. (This gives you darkvision, or adds to your existing darkvision.) |
| Flawed | Whenever you deal damage with this weapon, add 1d4 lighting damage. | Reduce all lighting damage taken by 1d4. | You gain 20 feet of darkvision. |
| Regular | Whenever you deal damage with this weapon, add 1d6 lighting damage. | Reduce all lighting damage taken by 1d6. | You gain 30 feet of darkvision, and 5 feet truesight. |
| Flawless | Whenever you deal damage with this weapon, add 2d4 lighting damage. | Reduce all lighting damage taken by 2d4. | You gain 30 feet of darkvision, and 10 feet of truesight. |
| Perfect | Whenever you deal damage with this weapon, add 2d6 lighting damage. | Reduce all lighting damage taken by 2d6. | You gain 30 feet of darkvision, and 20 feet of truesight. |
Sockets and Socketable Gems mechanic based off socktable items and gems from Diablo 2.
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