The weapons you wield and the armor you wear say a lot about your character. But what do you do when your favorite gear starts to lose its edge?
With the right tools and training, you don't have to leave your favorite items behind. Find arcane jewels in your adventures and socket them into your items to boost their power with new, magical abilities.
This chapter introduces arcane jewels and rules on how to include them in your campaign.
Arcane jewels are precious gemstones (such as a sapphire, ruby, or emerald) that have been carefully cut, shaped, and inscribed with magic runes—often by a wizard or artificer.
When an arcane jewel is socketed into a weapon or piece of armor, that item is imbued with a permanent magical power—a new damage type, elemental resistance, improved accuracy, a new spell, etc.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 2d6 additional fire damage.
The target is then afflicted with burning flames. At the start of each of its turns, the target must make a Constitution saving throw (DC 16)—if it fails, the target takes 2d6 fire damage. The effect ends when either a) the target makes a successful saving throw against it or b) one minute has passed.
Arcane jewels brim with magical power—transform your mundane weapons and basic armor into magical, customized artifacts.
To use an arcane jewel, you must socket it into a piece of equipment. There are three steps to this process:
Pick an Item: Choose either a) a weapon or b) a piece of light, medium, or heavy armor. Your item must be both a) non-magical and b) have fewer than three currently-socketed jewels.
Pick a Jewel: Choose a jewel that is appropriate for your item. You can't socket the same type of jewel into the same item more than once—so choose carefully.
Krazak has a Lucent Jewel of Immolation and wants to socket it into his non-magical greataxe. He spends one hour fitting the jewel with his smith's tools.
When you socket an arcane jewel into an item, the jewel provides no magical benefit until you attune to the item.
Krazak's greataxe remains non-magical until he attunes to it—at which point the socketed jewel flares into life and the weapon becomes magical.
Later, Krazak finds a second jewel—a Royal Jewel of Elements (Fire). He wants to socket it, but can't while the weapon is magical. He ends his attunement to the greataxe—this restores the weapon to its non-magical state and allows him to socket the new jewel.
Once a jewel is socketed, it becomes an innate part of the item. To remove a socketed jewel, you must spend eight hours working with an appropriate set of tools. Once you unsocket a jewel, the jewel can be reused.
Alternatively, you can spend only one hour to shatter a socketed jewel directly. This removes the jewel from the item, but renders it worthless—the jewel can't be reused.
Krazak has recovered an Astral Jewel of Elements (Fire) from a red dragon's hoard. To socket it into his greataxe, he must first remove the currently-socketed Royal Jewel of Elements (Fire).
During his downtime in the city of Karadune, Krazak spends eight hours with his smith's tools carefully prizing the royal jewel from his greataxe.
A magic +1/+2/+3 weapon or piece of armor with no other enhancements or special features is considered a masterwork item.
You can socket jewels into masterwork items as normal, treating them as if they were non-magical items.
Chansi has a masterwork +1 bow. The bow has no other magical features, and she is able to socket a Lucent Jewel of Freezing into the weapon.
Viridian, meanwhile, has some Glamoured Studded Leather armor. This +1 armor has an additional magic feature—glamouring—and so can't be socketed.
Some jewels—such as Jewels of Spellbinding—can store a spell and allow you to cast it at a later date. When you cast a jeweled spell, the following features apply:
Command Word: You must speak a command word to activate the jeweled spell.
Spell Slots: You don't expend any spell slots when casting a spell from a jewel.
Class Restrictions: You may cast the spell even if you are not a natural spellcaster.
Components: You may ignore any uncosted spell components (verbal, somantic, and material).
Saving Throws: If your spell requires a target to make a saving throw, the DC depends on the quality of your jewel—royal (DC 13), lucent (DC 15) and astral (DC 18).
Viridian, a tiefling bard, has a Lucent Jewel of Spellbinding (Burning Hands) socketed into his armor.
On his turn, he speaks a command word to activate the jewel and then spends 1 bonus action to cast a 1st-level Burning Hands spell.
Charged jewels can be used only a few times before they run out of magical power and become dormant.
To spend a charge, you must speak a command word. The jewel must be socketed into an attuned item, and you must be wearing or holding the item to command it.
Choosing your Command Words: When you socket a jewel into an item, you may decide what its command word is. This overrides any previous command word assigned to the jewel.
Recovering Charges: A socketed jewel in an attuned item recovers all expended charges when it's owner finishes a long rest.
Across your adventures, you may discover gemstones of a particularly high quality—royal, lucent, and astral stones.
If you're proficient with both a) Arcana and b) jeweler's tools, you can create your own arcane jewels from these cut gemstones. There are three steps to follow:
First, you acquire the relevant crafting recipe for your jewel. Each jewel needs a specific type of gemstone as described by its recipe.
Next, you must acquire a suitable gemstone. An arcane jewel requires a particular type and quality of gemstones—pick the right stone for your intended jewel.
Your gemstone must be a) cut and b) either royal, lucent, or astral in quality (as specified by your jewel).
It takes 8 hours of careful work with jeweler's tools to turn a cut gemstone into a jewel, at which point you can make an Intelligence (Arcana) check against the quality of your gemstone: royal (DC 15), lucent (DC 20), or astral (DC 25).
Critical Success (+10 or more): You crafted an arcane jewel and salvaged a small amount of gemstone dust. This dust can be used as a crafting material with the following properties:
Some jewels require you to choose a specific detail—such as a spell, skill, or saving throw. Once you finish crafting your jewel, this detail can't be changed—a Royal Jewel of Skill (Acrobatics) will forever be that—so choose your spells and skills wisely.
Imprinting a Spell: To imprint a spell into a jewel (such as a Jewel of Spellbinding), you must a) be able to cast the spell yourself and b) have the spell prepared. You can't imprint any spell that requires concentration or costed material components (unless specified otherwise).
Viridian wants to craft a Royal Jewel of Spellbinding (Healing Word) for his armor—in case of emergencies.
To hold a 1st-level spell, Viridian buys a cut, royal malachite. He spends a day crafting the jewel and makes a DC 15 Intelligence (Arcana) check—he rolls a 17, successfully creating a Royal Jewel of Healing Word.
There are 32 common arcane jewels that can be crafted for your weapons and armor. Use these recipes to create your jewels and empower your equipment.
d100 | Jewel | Gemstone | Tiers | Charges | Effect |
---|---|---|---|---|---|
Armor Jewels | |||||
01-08 | Absorption | Garnet | RLA | — | Reduce the amount of nonmagical damage you take by 1/2/3. |
09-16 | Capacity | Opal | LA | — | Increase the carrying capacity of your armor. |
17-24 | Grounding | Opal | LA | — | Reduce the distance you are forcibly moved by 5/10 ft. |
25-32 | Luck | Pearl | RLA | 1/2/3 | Reroll an ability check, attack roll, or saving throw. |
33-40 | Resilience | Garnet | RLA | — | Gain a +1/+2/+3 AC bonus. |
41-48 | Resistance | Elemental | L | — | Gain resistance to one type of elemental damage. |
49-56 | Safety | Jasper | RLA | — | Gain a +1/2/3 bonus to a saving throw. |
57-64 | Skill | Pearl | RLA | — | Gain a +1/2/3 bonus to a skill. |
65-72 | Speed | Jet | RLA | 3 | Gain a +5/10/15 ft bonus to your speed for 10 minutes. |
73-80 | Spellbinding | Quartz | RLA | 1 | Cast a 1st/2nd/3rd-level spell. |
81-88 | Spellpower | Quartz | RLA | 1 | Recover an expended 1st/2nd/3rd-level spell slot. |
89-96 | Vigor | Jet | RLA | 1 | Recover 1/2/3 expended hit dice. |
Weapon Jewels | |||||
01-05 | Accuracy | Pearl | RLA | — | Gain a +1/2/3 attack bonus. |
06-10 | Bane | Emerald | RLA | 3 | Deal poison damage and poison your target. |
11-15 | Blinding | Diamond | RLA | 3 | Deal radiant damage and blind your target. |
16-20 | Corrosion | Peridot | RLA | 3 | Deal acid damage and lower your target's AC. |
21-25 | Damage | Garnet | RLA | — | Gain a +1/2/3 damage bonus. |
26-30 | Decay | Onyx | RLA | 3 | Deal necrotic damage and disintegrate your target. |
31-35 | Elements | Elemental | RLA | — | Deal +1d6/1d8/1d10 elemental damage. |
36-40 | Frost | Sapphire | RLA | 3 | Deal cold damage and freeze your target in place. |
41-45 | Immolation | Ruby | RLA | 3 | Deal fire damage and create ongoing flames. |
46-50 | Opportunity | Jet | L | 3 | Make an opportunity attack as a free action. |
51-55 | Nightmares | Amethyst | RLA | 3 | Deal psychic damage and make your target afraid of you. |
56-60 | Piercing | Elemental | A | — | Ignore one type of elemental resistance. |
61-65 | Reach | Pearl | LA | 3 | Extend your reach by +5/10 ft until the end of your next turn. |
66-70 | Recovery | Quartz | L | 1 | Restore the charges of another socketed jewel. |
71-75 | Shock | Topaz | RLA | 3 | Deal lightning damage and stop your target making reactions. |
76-80 | Spellbreaking | Aquamarine | RLA | 3 | Deal force damage and stop your target casting spells. |
81-85 | Summoning | Jasper | A | 3 | Summon your weapon into your hand. |
86-90 | Thunderstrike | Alexandrite | RLA | 3 | Deal thunder damage and push your target back. |
91-95 | Transmutation | Elemental | A | — | Change the natural damage type of your weapon. |
96-00 | Wrath | Elemental | RLA | — | Deal +4/8/12 elemental damage when you critically hit a target. |
These jewels can be socketed into a non-magical (or masterwork) piece of light, medium, or heavy armor.
When you are forcibly moved against your will, you can spend your reaction to reduce the distance you are moved by up to 5 ft.
You must remain in contact with the ground during this movement.
When you make an ability check, attack roll, or saving throw, you can spend 1 charge to reroll 1 d20. You must accept the second result.
You have a +1 bonus to one saving throw, chosen when the jewel is first crafted.
As a bonus action, you can spend 1 charge to gain a +5 ft bonus to your maximum speed. This effect lasts for 10 minutes.
This jewel holds an imprint of 1st-level spell. During your turn, you can spend 1 charge to cast the spell imprinted into this jewel.
As a bonus action, you can spend 1 charge to recover one expended 1st-level spell slot.
As a bonus action, you can spend 1 charge to recover one expended hit die.
These jewels can be socketed into a non-magical (or masterwork) weapon.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d6 additional poison damage.
The target must then make a Constitution saving throw (DC 13)—if it fails, the target is Poisoned until the end of its next turn.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d6 additional radiant damage.
The target must then make a Constitution saving throw (DC 13)—if it fails, the target is blinded until the end of its next turn.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d6 additional acid damage.
The target must then make a Dexterity saving throw (DC 13)—if it fails, the target's AC is reduced by 1 for the next 10 minutes. This effect is not cumulative.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d6 additional necrotic damage.
If the target is reduced to 0 hit points by this attack, it is disintegrated.
The troll laughed at the wound torn open on its chest. "Stupid dwarf, you can't kill me—you have no fire."
Krazak grinned, pointing at the black jewel socketed into his greataxe. The troll's laughter turned to howls of pain as its body disintegrated from within.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d6 additional cold damage.
The target must then make a Strength saving throw (DC 13)—if it fails, the target's speed is reduced to 0 until the end of its next turn. The target can spend an action and make a Strength saving throw (DC 13) to attempt to break free of the frost during its turn.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d6 additional fire damage.
The target is then afflicted with burning flames. At the start of each of its turns, the target must make a Constitution saving throw (DC 13)—if it fails, the target takes 1d6 fire damage. The effect ends when either a) the target makes a successful saving throw against it or b) one minute has passed.
You can spend 1 charge to make one opportunity attack using this weapon as a free action. If you hit a target with this attack, its speed is reduced to 0 until the start of its next turn.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d6 additional psychic damage.
The target must then make a Wisdom saving throw (DC 13)—if it fails, the target can't attack you or target you with harmful abilities or magical effects until the end of its next turn. If the target makes a successful save, it is immune to future instances of this effect for one hour
On your turn, you can spend 1 charge to extend the natural range of your weapon by +5 ft. This effect lasts until the end of your turn.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d6 additional lightning damage.
The target must then make a Constitution saving throw (DC 13)—if it fails, the target can't take reactions until the end of its next turn.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d6 additional force damage.
The target must then make an Intelligence saving throw (DC 13)—if it fails, the target loses concentration on any currently-active spell. In addition, the target can't cast spells until the end of its next turn. If the target makes a successful save, it is immune to future instances of this effect for one hour
You can spend 1 charge to summon this weapon into your free hand as a bonus action. The weapon must be within 100 ft of you to be summoned.
Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d6 thunder damage.
The target must then make a Strength saving throw (DC 13)—if it fails, the target is deafened until the end of its next turn. In addition, the target is pushed back 10 ft.
As Chansi socketed the topaz jewel into her bow, electric lines of power spread throughout the wood and down the bowstring. She nocked an arrow—it crackled with bolts of lightning. Chansi grinned...
When you critically hit a target with this weapon, you deal an additional 4 elemental damage.
Mythic jewels are a rarity in the world, hidden in treasure hoards and coveted by powerful adventurers. These jewels can't be crafted by normal means, but—if found—can be socketed into your weapons and armor.
d100 | Name | Charges | Effect |
---|---|---|---|
Armor Jewels | |||
01-05 | Armor Master | — | You have proficiency with this armor. |
06-10 | Atlantian | — | You have a swim speed equal to your normal speed, and you can breathe underwater. |
11-15 | Charisma | — | Increase your Charisma score by 1, to a maximum of 20. |
16-20 | Close Call | 1 | When you are reduced to 0 hit points, you can spend 1 charge to be reduced to 1 hit point instead. |
21-25 | Constitution | — | Increase your Constitution score by 1, to a maximum of 20. |
26-30 | Dexterity | — | Increase your Dexterity score by 1, to a maximum of 20. |
31-35 | Intelligence | — | Increase your Intelligence score by 1, to a maximum of 20. |
36-40 | Invisibility | 1 | As a bonus action, spend 1 charge to become invisible until the end of your next turn. |
41-45 | Proficiency | — | You have proficiency in one skill (as determined by the jewel). |
46-50 | Silence Step | — | This armor no longer imposes disadvantage on Dexterity (Stealth) checks. |
51-55 | Spiderclimb | — | Climbing doesn't cost you extra movement. |
56-60 | Stealthy | — | You can try to hide while lightly obscured from the creature from which you are hiding. |
61-65 | Strength | — | Increase your Strength score by 1, to a maximum of 20. |
66-70 | Summon Armor | 3 | As a bonus action, you can spend 1 charge and summon your armor. The armor must be within 100 ft of you, and you must be able to wear it comfortably. |
71-75 | Tongues | — | You can read, write, and speak one language (as determined by the jewel). |
76-80 | Waterwalker | — | You can walk across water. If you end your movement on water, you fall into it as normal. |
81-85 | Wisdom | — | Increase your Wisdom score by 1, to a maximum of 20. |
Weapon Jewels | |||
01-06 | Conquest | — | This weapon critically hits a target on a natural 19-20. |
07-12 | Corruption | — | When you hit a target with this weapon, that target can't regenerate hit points or be healed by a magical spell or effect until the end of its next turn. |
13-18 | Demonslayer | — | When you hit a demon with this weapon, you deal an additional 2d6 weapon damage. |
19-24 | Devilslayer | — | When you hit a devil with this weapon, you deal an additional 2d6 weapon damage. |
25-30 | Dragonslayer | — | When you hit a dragon with this weapon, you deal an additional 3d6 weapon damage. |
31-36 | Fear | 3 | Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d10 additional psychic damage. The target must then make a Wisdom saving throw (DC 18)—if it fails, the target is Frightened until the end of its next turn. |
37-42 | Feint | 3 | When a creature that you can see hits you with an attack roll, you can spend 1 charge to force that creature to reroll the attack. It must use the second result. |
43-48 | Giantslayer | — | When you hit a giant with this weapon, you deal an additional 2d6 weapon damage. |
49-54 | Paralysis | 3 | Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d10 additional lightning damage. The target must then make a Constitution saving throw (DC 18)—if it fails, the target is Paralyzed until the end of its next turn. |
55-60 | Quickload | — | This weapon no longer has the Loading property. |
61-66 | Relocate | 3 | Once per turn, when you hit a target with this weapon, you can spend 1 charge to deal 1d10 additional force damage. The target must make a Charisma saving throw (DC 18)—if it fails, you swap places with it. The target must be able to fit comfortably into your space, and must be within 100 ft of you. |
67-72 | Spectral Shot | — | This weapon can now fire spectral ammunition (arrows/bolts/bullets/etc) instead of normal ammunition. Spectral ammunition counts as magical damage. This jewel has no effect if socketed into a weapon that uses no ammunition. |
73-78 | Undeadslayer | — | When you hit an undead creature with this weapon, you deal an additional 1d6 damage. |
79-84 | Victory Rush | — | When you score a critical hit with this weapon, you can make one attack using this weapon as a bonus action. |
85-90 | Weapon Master | — | You have proficiency with this weapon. |
If you want to customize Arcane Jewels to better fit your game, consider some of the following variant dials.
If you want to make artificers more significant in crafting socketed gear, consider using Artificer's Craft.
Tool Expertise: While socketing or crafting a jewel, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Critical Failure: If you critically fail while socketing or crafting a jewel, you may treat it as a normal failure.
Silva, a human artificer, is crafting a Lucent Jewel of Accuracy. She makes a critical error—but her artificer's knowledge enables her to salvage the gemstone.
If you want to make arcane jewels a more considered choice for your players, try using Permanent Jewels.
Once a jewel is socketed into a weapon or piece of armor, it is permanently fixed—you can't unsocket or shatter a socketed jewel.
If you want to make magical gemstones harder to find in your campaign, try using Gemstone Rarity.
Gemstones—especially those of royal, lucent, and astral quality—are rare and hard (if not impossible) to buy.
Quality | Rarity |
---|---|
Cloudy | Common |
Clear | Common |
Pristine | Common |
Royal | Uncommon |
Lucent | Rare |
Astral | Very rare |
Jewels may not be the best fit for your campaign. If so, consider reflavoring them into Runes or Enchantments.
Runes: Magic runes are carved into small stones and set with precious gemstone dust. Turn your royal, lucent, and astral gemstones into powerful arcane runes and socket them into your weapons and armor.
Arcane runes can be socketed and unsocketed in the same fashion as arcane jewels.
Enchantments: Magic enchantments are cast using gemstone dust as a component. Turn your royal, lucent, and astral gemstones into powerful arcane enchantments and weave them over your weapons and armor.
To successfully enchant an item, you must make an Intelligence (Arcana) check against the quality of the gemstone: royal (DC 10), lucent (DC 15), or astral (DC 20).
To cast an Astral Enchantment of Elements (Fire) on Krazak's greataxe, Clanda grinds an astral gemstone into dust and—to perform the enchantment—makes an Intelligence (Arcana) check against DC 20...
If you want to make unsocketing a little more dangerous for your players, try using Risky Unsocketing.
To unsocket a jewel from an item, make an Intelligence (Arcana) check (using a set of appropriate crafting tools) against the quality of the gemstone: royal (DC 10), lucent (DC 15), or astral (DC 20). If you succeed, the jewel is removed and can be reused—if you fail, the jewel shatters in your hands.
Depending on your campaign setting, you may wish to restrict the knowledge of jewelcrafting to a few particular races, factions, or cultures.
Jewel recipes can be an easy way to add some flavor to your world or generate friction between factions.
A GM wants to add arcane jewels to their game world. They rule that only the dwarves and gnomes of the Western Dominance have the knowledge to craft jewels—knowledge that is well guarded.
Some people would pay handsomely for one of the dwarvish books of jewelcrafting, should any light-fingered adventurer be willing...
A jewelcraft mentor—such as a jeweler or artificer—can teach you how to craft new jewels. A mentor knows the crafting recipes for three random gemstones. It takes (10 - INT) days to learn a recipe from a mentor.
A jewelcrafting book can teach you how to craft new jewels. You can buy these from artificers and jewelcrafters, or find them scattered throughout the world.
A recipe book holds the crafting recipes for three jewels, and can cost upwards of 1,500 gp. It takes (10 - INT) days to learn a new recipe from the book.
Viridian is trying to learn how to craft some armor jewels. To expand his collection of jewel recipes, he buys a jewelcrafting book from a local artificer...
This book contains jewel-crafting recipes for absorption, resistance, and spellbinding jewels.