Wondrous Item, varies

A socketable Jewel looks like a small gemstone wrapped, wound in, or cradled in a lattice or web of precious metal wiring. Socketable Jewels can be placed in Socketed Items to modify/enhance or in rare cases, nullify that magic item's power. Socketed Jewels effects DO stack.

Enchanted Jewels are a form of socketables, and can be found in a variety of effects and grades. They can be randomly generated, or be created with set properties from the below table of examples. A Jewel's rarity is based on its number and power of effects. This is up to the DMs discretion. Common jewels have 1-2 effects, Uncommon, and Rare jewels will have 1-4 effects. Very Rare, Legendary, and Artifact jewels can have 2-6 effects.

Jewels at lower grades normally don't require attunement, however some Jewels require attunement. Jewels that require attunement share their Attunement slot with other attunement items they are socketed into. If a Jewel requiring attunement is socketed into an item that does not require attunement, you must still attune to the Jewel. At DM's discretion any Jewel can require or not require attunement/

Example Jewels based on the below table of Jewel effects:

  • Common: +1 to hit with weapons and unarmed strikes; and Reduce all Fire damage by 1.
  • Uncommon: Whenever an enemy hits you with a weapon or unarmed attack deal 1 force damage to that enemy; and your maximum HP increases by 10; and At the start of your turn while in combat you gain 1 temporary hit point.
  • Rare: Reduce all lighting damage taken by 1d4; and gain or increase your darkvision by 20 feet; and Increase walking speed by 5 feet; and add 1d4 cold damage to your weapon and unarmed attacks.
  • Very Rare: +1 AC against melee attacks; and Whenever you find non-magical trade goods such as coins, gems, art, ingots, etc., you find an additional 5%. (Requires Attunement if place in an item that doesn't require Attunement.)
  • Legendary: Balance effects as needed for Legendary.
  • Artifact: Balance effects as needed for Artifact.


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 process.

    Grade: Effect:

    Legendary

    +1 AC. (Requires Attunement if place in an item that doesn't require Attunement.)
    Rare +1 AC against ranged attacks.
    Rare +1 AC against melee attacks.
       
    Common +1 Damage to your weapon and unarmed attacks.
    Uncommon +1d4 Damage to your weapon and unarmed attacks.
    Rare +1d6 Damage to your weapon and unarmed attacks.
    Very Rare +2d4 Damage to your weapon and unarmed attacks. (Requires Attunement if place in an item that doesn't require Attunement.)
    Legendary +2d6 Damage to your weapon and unarmed attacks. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Common +1 to hit with weapons, and unarmed strikes.
    Uncommon +1d2 to hit with weapons, and unarmed strikes.
    Rare +1d3 to hit with weapons, and unarmed strikes.
    Very Rare +1d4 to hit with weapons, and unarmed strikes. (Requires Attunement if place in an item that doesn't require Attunement.)
    Legendary +1d4+1 to hit with weapons, and unarmed strikes. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Common Reduce damage taken by 1 from a damage type of the DM's choice.
    Uncommon Reduce damage taken by 1d4 from a damage type of the DM's choice.
    Rare Reduce damage taken by 1d6 from a damage type of the DM's choice.
    Very Rare Reduce damage taken by 2d4 from a damage type of the DM's choice. (Requires Attunement if place in an item that doesn't require Attunement.)
    Legendary Reduce damage taken by 2d6 from a damage type of the DM's choice. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Rare Increase walking speed by 5.
    Very Rare Increase walking speed by 10.
       
    Rare Increase climbing speed by 5.
    Very Rare Increase climbing speed by 10.
       
    Rare Increase swimming speed by 5 feet.
    Very Rare Increase swimming speed by 10 feet.
       
    Very Rare Gain an additional level 1 spell slot, if you do not have the spellcasting ability, you may choose a Wizard or Cleric spell to learn that is not a concentration spell, and does not have a casting time of 1 reaction.
    Legendary Gain an additional level 2 spell slot, if you do not have the spellcasting ability, you may choose a Wizard or Cleric spell to learn that is not a concentration spell, and does not have a casting time of 1 reaction.(Requires Attunement if place in an item that doesn't require Attunement.)
    Artifact Gain an additional level 3 spell slot, if you do not have the spellcasting ability, you may choose a Wizard or Cleric spell to learn that is not a concentration spell, and does not have a casting time of 1 reaction.(Requires Attunement if place in an item that doesn't require Attunement.)
       
    Very Rare Whenever you find non-magical trade goods such as coins, gems, art, ingots, etc., you find an additional 5%. (Requires Attunement if place in an item that doesn't require Attunement.)
    Legendary Whenever you find non-magical trade goods such as coins, gems, art, ingots, etc., you find an additional 10%. (Requires Attunement if place in an item that doesn't require Attunement.)
    Artifact Whenever you find non-magical trade goods such as coins, gems, art, ingots, etc., you find an additional 15%. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Very Rare Whenever you find magical loot, you find an additional 1 items as determined by the DM or by rolling on the appropriate loot table. (Requires Attunement if place in an item that doesn't require Attunement.)
    Legendary Whenever you find magical loot, you find an additional 2 items as determined by the DM or by rolling on the appropriate loot table. (Requires Attunement if place in an item that doesn't require Attunement.)
    Artifact Whenever you find magical loot, you find an additional 3 items as determined by the DM or by rolling on the appropriate loot table. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Common You deal an additional 1 damage to fiends and undead that you hit with a weapon or unarmed attack.
    Uncommon You deal an additional 1d4 damage to fiends and undead that you hit with a weapon or unarmed attack.
    Rare You deal an additional 1d6 damage to fiends and undead that you hit with a weapon or unarmed attack.
    Very Rare You deal an additional 2d4 damage to fiends and undead that you hit with a weapon or unarmed attack. (Requires Attunement if place in an item that doesn't require Attunement.)
    Legendary You deal an additional 2d6 damage to fiends and undead that you hit with a weapon or unarmed attack. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Common Whenever an enemy hits you with a weapon or unarmed attack, deal 1 force damage to that enemy.
    Uncommon Whenever an enemy hits you with a weapon or unarmed attack, deal 1d4 force damage to that enemy.
    Rare Whenever an enemy hits you with a weapon or unarmed attack, deal 1d6 force damage to that enemy.
    Very Rare (Requires Attunement if place in an item that doesn't require Attunement.)Whenever an enemy hits you with a weapon or unarmed attack, deal 2d4 force damage to that enemy.
    Legendary Whenever an enemy hits you with a weapon or unarmed attack, deal 2d6 force damage to that enemy. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Common +1 Damage to your weapon or unarmed attack of a damage type of the DM's choice: Fire, Lightning, Cold, Thunder, Acid.
    Uncommon +1d4 Damage to your weapon or unarmed attack of a damage type of the DM's choice: Fire, Lightning, Cold, Thunder, Acid.
    Rare +1d6 Damage to your weapon or unarmed attack of a damage type of the DM's choice: Fire, Lightning, Cold, Thunder, Acid.
    Very Rare +2d4 Damage to your weapon or unarmed attack of a damage type of the DM's choice: Fire, Lightning, Cold, Thunder, Acid. (Requires Attunement if place in an item that doesn't require Attunement.)
    Legendary +2d6 Damage to your weapon or unarmed attack of a damage type of the DM's choice: Fire, Lightning, Cold, Thunder, Acid. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Rare You may stand up from prone using only 10 feet of movement.
    Very Rare You may stand up from prone using only 5 feet of movement.
    Legendary You may stand up from prone without using any movement.
       
    Common Your maximum HP increases by 5.
    Uncommon Your maximum HP increases by 10.
    Rare Your maximum HP increases by 20.
    Very Rare Your maximum HP increases by 40.
    Legendary Your maximum HP increases by 60. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Legendary +1 to a Stat of the DM's choice. (Requires Attunement if place in an item that doesn't require Attunement.)
    Artifact +2 to a Stat of the DM's choice. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Common At the start of each turn while you are in combat you gain 1 temporary hit point.
    Uncommon At the start of each turn while you are in combat you gain 1d4 temporary hit points.
    Rare At the start of each turn while you are in combat you gain 2d4 temporary hit points.
    Very Rare At the start of each turn while you are in combat you gain 3d4 temporary hit points. (Requires Attunement if place in an item that doesn't require Attunement.)
    Legendary At the start of each turn while you are in combat you gain 4d4 temporary hit points. (Requires Attunement if place in an item that doesn't require Attunement.)
       
    Uncommon Gain or increase your darkvision by 10 feet.
    Rare Gain or increase your darkvision by 20 feet.
    Very Rare Gain or increase your darkvision by 20 feet, and gain or increase your truesight by 5 feet.(Requires Attunement if place in an item that doesn't require Attunement.)
    Legendary Gain or increase your darkvision by 20 feet, and gain or increase your truesight by 10 feet.(Requires Attunement if place in an item that doesn't require Attunement.)
       
    Legendary You gain Proficiency of a Saving Throw of the DM or your Choice, and lose Proficiency in another Saving Throw of the DM or your choice.
       
    Legendary Increase your spell attack bonus by +1.(Requires Attunement if place in an item that doesn't require Attunement.)
    Artifact Increase your spell attack bonus by +1d2.(Requires Attunement if place in an item that doesn't require Attunement.)
       
    Legendary Increase your Spell Save DC by 1.(Requires Attunement if place in an item that doesn't require Attunement.)
    Artifact

    Increase your Spell Save DC by 2.(Requires Attunement if place in an item that doesn't require Attunement.)

 

Based off the Diablo 2 Jewels and socketable mechanics.

aether_tech

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