The Elemental Stones of Caelithar

Across Caelithar, from the lava-churned veins of the Infernwastes to the misty jungles of Nadaira’s Cradle, stories are told of the Elemental Stones—mystic crystals imbued with the raw power of the world’s foundational elements. These stones are not merely magical curiosities; they are relics of divinity, gifts, or scars, left by the gods themselves.

Each stone resonates with a particular elemental force: Infernite (fire), Aqualin (water), Aerane (air), Terranite (earth), Nadairstone (nature), Bloodstone (life), Doilfestone (mystical), and Anamstone (soul). Their energies can be harnessed and affixed to weapons, armor, and magical foci, granting warriors and scholars alike access to elemental magic in modular and deeply personal forms.

The process of bonding a stone to a weapon or armour is often ceremonial: involving chants, sigils, or aligning a stone with the item and must be done by a blacksmith, armourer, artificer, or somebody proficient with the appropriate tools. The stones can be added to weapons, armour, clothes, rods, staves, or wands providing that the items do not already have any magical properties. When infused into a staff, rod, or wand that is used for a magical focus the bonus to damage counts only for spells that require an attack roll. An item can hold up to 5 stones, the effects of the stones stack. As well players can consult with the DM to combine properties, for example a player could combine the infernite property Sear with an Aqualin's Surge Water to create a burst of boiling water that does 1d6 fire damage and pushes the target 10 feet. Once a stone is infused with a magical property and aligned to an item the property and item it is aligned to cannot change; however, stones for a particular item once aligned can be removed and replaced with another stone aligned with the item. This allows for the magic of an item to be altered to fit an adventurers needs.

Using items with elemental stones is taxing on the body and requires building up strength to channel their power with the more stones being more challenging. At certain levels the ability to use stones without penalty increases, using weapons beyond ability requires a CON save with a DC 10+3 for each stone above character level. For example a level 4 character can use two stones with no penalty, using a legendary weapon would require a Con ST DC 19 [10 + 9 (3 stones above level)], on a failed ST the character would take one level of exhaustion for each stone above level.

Level 1 - Can use items with 1 elemental stone

Level 4 - Can use items with 2 elemental stones

Level 7 - Can use items with 3 elemental stones

Level 10 - Can use items with 4 elemental stones

Level 13 - Can use items with 5 elemental stones (items with 5 elemental stones gain a unique property).

Infernite (Fire Element)

Infernite Weapons
  • Sear: +1d6 fire damage on hit.

  • Blaze a Trail: When you move you can choose to leave a path of flames that is one foot wide, 4 feet high, and as long as the movement you chose for it to be active. The flames last until the start of your next turn. A creature that moves through flames takes 2 fire damage.

  • Moths to Flame: When you hit, deal 1d4 fire damage to other creatures within 5 feet of the target you just hit.

  • Where there's smoke: On a crit, target must succeed a CON ST or catch fire taking 3d4 damage/turn). They continue to take damage at the start of your turn until they make a successful CON ST.

  • Burnout: On a kill, can make another attack if there is an enemy within range (can move and then make the attack).

  • Slash and Burn: Once per rest, you can cast Searing Smite.

  • Back Blast: On a hit, an enemy you did not hit but is within 5 feet of you takes half the damage dealt to the target you hit. This damage is fire damage.

  • Crash and Burn: When you take damage you can choose to ignite yourself on fire, while on fire you take 1d4 fire damage at the start of your turn. Every creature within 5 feet of you must make a Dex ST (DC 8 + attack bonus) or take 2d4 fire damage.

Infernite Armour
  • Heat Resistant: You gain resistance to fire.

  • Friendly fire: Enemies that hit you with a melee attack take 2 fire damage.

  • Super Nova: Once per long rest, erupt in flame for 1 round doing 3d6 fire damage to enemies within 10 feet, Dex ST (DC 8 + Attack Bonus) for half damage.

  • Energy to Burn: Your unarmed strikes deal fire damage instead of bludgeoning.

  • Blaze of Glory: When you take fire damage it is stored in your armour, if you hit on your next attack roll your attack gains bonus fire damage equal to the fire damage you took.

  • Light my Fire: You gain the ability to use one of the properties of the control flames cantrip each turn as a free action.

  • Slow Burn: You can add any unused movement to the damage of a hit, you gain +1 point of damage for every 5 feet of movement you do not use.

Aqualin (Water element)

Aqualin Weapons
  • Frost Bite: +1d6 cold damage on a hit.

  • Drinking From the Fire Hose: On hit you can choose to have a burst of water push target 10 feet away in direction of your choice, Str ST to not be pushed DC 8 + attack bonus

  • Flow Form: Grants weapon Finesse property while infused.

  • Rip Tide: As a bonus action you can command a watery serpent to surge from your weapon and pull a large or smaller creature up to 50 feet towards you, Str ST not to be pulled DC 8+ Attack bonus

  • Right as Rain: Gain advantage on attacks made after moving at least 20 feet.

  • Mistveil: Once per rest, become lightly obscured (mist aura) for 1d4+1 rounds.

  • Flow: Add +1 to attack and damage rolls

  • Tsunami: On a Critical hit you do max damage, and if the target is below half their hit points they must make a Con ST (DC 8 + Attack bonus) or be knocked unconscious for one minute.

Aqualin Armour
  • Duck to Water: Gain a swim speed equal to walking speed.

  • Fish out of water: Can breathe underwater while wearing this armor.

  • Ankle deep: Ignore difficult terrain caused by water or mud.

  • In Deep Water: Once per long rest, automatically stabilize when dropped to 0 HP.

  • Cold as Ice: Gain resistance to cold damage.

  • Water of Life: Recover 1 HP per character level after finishing any short rest.

  • Like Grasping Water: Gain advantage on checks to escape grapples, or bonds such as rope and shackles.

Aerane (Air element)

Aerane Weapons
  • High Voltage : +1d6 lightning damage on a hit.

  • Thunderstruck: +1d6 Thunder damage on a hit

  • Dancing on Air: Advantage on attacks when leaping or falling at least 5 feet before striking.

  • Lighter than Air: Weapon gains the Light property.

  • Gale Flurry: On a miss, you may make a second attack (once per short rest).

  • Air Support: Deal 2d4 lightning damage to a second creature within 5 ft (once per turn), on a successful Dex ST (DC 8 + Attack bonus.) takes half damage.

  • Air Strike: Weapon gains the thrown property

  • Clear the Air: A weapon with the thrown property that is 50 feet or less away returns to the person that threw the weapon, this can happen after a miss or a hit, or any time later.

Aerane Armour
  • Light as a feather: Reduce falling damage by half.

  • Gone with the Wind: Gain advantage on Dexterity saving throws vs. area effects.

  • Leaf in the Wind: Gain a +1 to AC.

  • Air Ace: Gain a +1 bonus to initiative.

  • Heavier than Air: Ignore the effects of high winds or wind spells effects that require savings throws.

  • Walking on air: You gain advantage to stealth checks.

  • Go like the Wind: You can dash as a bonus action.

  • Lightning Rod: You have resistance to Lightning damage.

  • Sound of Silence: You have resistance to Thunder damage

Terranite (Earth element)

Terranite Weapons
  • Rock Slide: +1d6 bludgeoning damage on a hit.

  • Rock Cut: +1d6 slashing damage on a hit.

  • Stalagmite Strike: +1d6 piercing damage on a hit

  • Stonegrip: Can’t be disarmed while wielding weapon.

  • Heavystone: The weapon gains the push weapon mastery property

  • Feet of Clay: On hit, reduce target’s movement by half until start of your next turn.

  • Grounded Focus: If you haven't moved this turn, gain +1 to attack

  • Two Birds: Once per short rest, stomp to create an tremor of erupting earth in a 10 ft radius centred on you, all creatures in the effect area must make a STR ST (DC 8 + Attack bonus) or take 3d4 damage and be knocked prone, on a succesful ST the creature takes half damage. The area of the earth eruption becomes difficult terrain.

Terranite Armour
  • Cast in Stone: You have resistance to Bludgeoning damage

  • Carved in Stone: You have resistance to Slashing damage.

  • Etched in Stone: You have resistance to Piercing damage.

  • Rock Solid: If you do not move on your turn, you gain +1 to your AC and ST until the start of your next turn.

  • Built like a Brick: You gain +2 to your Strength. (Cannot push your constitution beyond your normal limit)

  • Stones Throw: You gain +1 to AC against ranged weapons

  • Rock and Roll: you gain tremorsense.

  • Cast the First Stone: If you end up last in the initiative order, you can choose to go first instead.

Nadair (Nature element)

NadairWeapons
  • Venomous Bite: +1d6 poison damage on a hit.

  • Caustic Chop: +1d6 acid damage on a hit

  • Entangling Roots: on a hit, you can choose one creature within 30 to become entangled in vines that reach from the ground and grasp their feet giving them disadvantage on their next attack, Str ST to not be entangled DC 8+ Attack bonus.

  • Second Nature: Weapon gains the Reach property (as vines extend unnaturally).

  • Sporeburst Strike: On a hit, release a 5 ft cloud of irritant spores. Enemies in the cloud must succeed on a CON save (DC 8+Attack Bonus) or start coughinh giving them disadvantage on their next weapon attack.

  • The Hive: When drawn your weapons hums with the sound of a thousand angry bees, on a hit the bees materialize and swarm the target for one minute. The swarm stays on the target unless they move 20 feet in any direction. While in the swarm the target take 1d4 poison damage.

  • Killer Bees: On a hit bees burst from your weapon hitting all creatures within 5 feet of the target you just hit causing 1d4 acid damage.

  • The Swarm: One per short rest you can summon a swarm of stinging creatures in a 10’radius space. The area counts as difficult terrain and any creature passing through takes 2d4 poison damage.

Nadair Armour
  • Nature's Balance: You have resistance to Poison damage

  • Better Nature: You have resistance to Acid damage.

  • Nature of the beast: Once per rest you can speak with beasts for 10 minutes.

  • Nature Trail: When in a natural environments such as marshes, forests, or plains your footsteps leave no trace of your passing and you have advantage on stealth checks.

  • Natural Selection: You gain +2 to your Wisdom. (Cannot push your wisdom beyond your normal limit)

  • Call of Nature: When regaining hit points while taking a short rest in a natural environment such as marshes, forests, or plains any roll of 3 or lower is replaced with a 4.

  • Rock and Roll: you gain tremorsense.

  • Cast the First Stone: If you end up last in the initiative order, you can choose to go first instead.

Bloodstone (Life element)

Bloodstone Weapons
  • Bad Blood: +1d6 necrotic damage on a hit.

  • Life for life: On hit, regain 1d4 HP.

  • Lust for Life: You and any ally of your choice gains 10 temporary HP after a crit.

  • First Blood: Gain a +2 to initiative, if you go first in combat your first attack is made with advantage.

  • Life Support: Once per long rest, cast Cure Wounds on self when you drop to 0 HP.

  • Low Life: Your weapon gains the Sap weapon mastery property.

  • Makes Blood Boil: On a hit the target has a vulnerability to fire damage for one minute, Con ST to ignore DC 8+attack bonus

  • Ice in their veins: On a hit the target has a vulnerability to cold damage for one minute, Con ST to ignore DC 8+attack bonus

Bloodstone Armour
  • Life Force: You have resistance to Necrotic damage

  • Life's Luxuries: While worn, +2 to saving throws against disease, fear, and charm.

  • That's Life: When being healed or drinking a healing potion you gain one additional die to the roll. The die is the same as the die used for the spell, potion, or healing ability.

  • Life's too Short: If you roll a fail while making death savings throws your next roll has advantage, and if you pass 3 death savings throws you recover with 1d4+1 HP.

  • Get a Life: You can use an action to sense any life within 50 feet of you. You know the direction and size of the life form.

  • Time of Your Life: .

  • Life Line: you gain 10 temporary HP each day at dawn. The HP from this benefit is a maximum of 10 HP per Bloodstone imbued with Life Line.

  • Cast the First Stone: If you end up last in the initiative order, you can choose to go first instead.