Weapon Augment Crystals
An augment crystal is a small gem, crystal, or similar object that provides a magical effect when affixed to a weapon. Each item can hold a single augment crystal, but an attached crystal can be swapped for another one at any time. Attaching an augment crystal to (or removing it from) an item requires a move action that doesn’t provoke attacks of opportunity. Effectively, each eligible item has a single “slot” that can be filled by any appropriate augment crystal.
Crystals can come in 3 forms, Least, Lesser and Greater. You must meet the level of a crystal to be able to use it. The crystals level is next to its value.
Crystal of Adamant Weaponry
A crystal of adamant weaponry strengthens your weapon against damage. This crystal improves the hardness of a weapon by 2/5/10.
Value (Item Level): 300 gp (2nd)/ 1,400 gp (5th)/3,400 gp (8th)
Crystal of Arcane Steel
A crystal of arcane steel is designed for those who can blend magical and martial arts into a single strike. It functions only when attached to a melee weapon. This crystal grants a +1 insight bonus on your weapon damage roll when delivering a spell or spell-like ability through a melee attack with the weapon.
Lesser – You also gain +1 insight bonus on your attack roll.
Greater – You also increases the save DC of the spell or spell-like ability by 1.
Value (Item Level): 500 gp (3rd)/ 2,000 gp (6th)/ 6,000 gp (10th)
Crystal of Energy Assault
A crystal of energy assault adds 1 point of a particular type of energy damage to a weapon’s attacks: acid, cold, electricity, or fire, depending on the colour of the gem. This bonus damage doesn’t stack with any energy damage of the same type dealt by the weapon.
Lesser – Instead add 1d6 of the damage type to your attack, same restrictions still apply.
Greater – You also gain a secondary effect depending on the type of crystal: acid, cold, electricity, or fire. This bonus damage doesn’t stack with any energy damage of the same type dealt by the weapon.
Target takes –1 penalty to AC for 1 round (multiple hits on the same creature don’t stack).
Target’s speed is reduced by 10 feet for 1 round, to a minimum speed of 5 feet (multiple hits on the same creature don’t stack).
Target takes a –1 penalty on attack rolls, perception checks, for 1 round.
Target takes an additional 1d6 points of fire damage 1 round later (multiple hits on the same creature don’t increase the next round’s damage beyond 1d6).
Value (Item Level): 600 gp (3rd)/3,000 gp (7th)/6,000 gp (10th)
Crystal of Illumination
Activating a crystal of illumination causes your weapon to glow. The weapon sheds bright illumination in a 5/20/60 foot radius and shadowy illumination for 5/20/60 feet beyond that.
Value (Item Level): 100 gp (1st)/400 gp (2nd)/1,000 gp (4th)
Crystal of Life Drinking
Each time you deal damage to a living creature with the weapon to which this crystal is attached, you heal 1/3/5 point of damage. When the crystal has healed a total of 10/30/50 points of damage, it becomes inert until the following day. Dealing nonlethal damage with the weapon doesn’t activate the crystal’s effect.
Value (Item Level): 400 gp (2nd)/1,500 gp (5th)/6,000 gp (10th)
Crystal of Return
A crystal of return allows a weapon to leap into its owner’s hand. This crystal allows you to draw the weapon to which it is attached as a free action.
Lesser – In addition you can call the weapon (if unattended) to your hand from up to 30 feet away as a move action.
Greater – The weapon also will return to your hand at the end of the round if thrown, catching it is a free action. This property functions only for a weapon designed to be thrown.
Value (Item Level): 300 gp (2nd)/1,000 gp (4th)/4,000 gp (8th)
Demolition crystals were designed for those who fight constructs, particularly for the servants of wizards who battle enemy golems. A weapon with this crystal attached deals an extra 1d6 points of damage to constructs.
Lesser – The weapon is also treated as adamantine for the purpose of overcoming the damage reduction of constructs.
Greater – This weapon can also deliver sneak attacks and critical hits against constructs as if they were living creatures
Value (Item Level): 1,000 gp (4th)/3,000 gp (7th)/6,000 (10th)
A fiendslayer crystal helps you fight creatures infused with evil. A weapon with this crystal attached deals an extra 1d6 points of damage to evil outsiders.
Lesser – The weapon is also treated as good-aligned for the purpose of overcoming damage reduction.
Greater – Also if the weapon scores a critical hit against an evil outsider, that creature can’t use any teleportation abilities or spells for 1 round.
Value (Item Level): 1,000 gp (4th)/3,000 gp (7th)/5,000 gp (9th)
Phoenix Ash Threat
The augment crystal known as a phoenix ash threat leaves smoldering embers on your enemies after every strike. Each round, at the start of your turn, the embers deal fire damage to each target struck by the weapon in the previous round. If you hit a creature with a weapon bearing this crystal, that target takes 1/3/5 point of fire damage on the following round. Multiple hits by the weapon against the same target aren’t cumulative.
Value (Item Level): 500 gp (3rd)/2,000 gp (6th)/6,000 gp (10th)
A revelation crystal help you battle foes who rely on invisibility. When you damage an invisible creature using a weapon with this augment crystal attached, the creature emits a glowing golden aura for 1 round, allowing everyone to know the square or squares it occupies and where it moves during that duration. The aura is as bright as a torch. Despite the glow in the square, creatures that attack the invisible foe still suffer a 50% miss chance; the glow merely allows them to determine the appropriate square to attack.
Lesser – Any active invisibility effects on the damaged creature are also suppressed for 1 round (even if the invisibility is natural or extraordinary).
Greater – The crystal also suppresses active effects on the damaged creature that grant concealment or similar effects (such as blur or displacement) for 1 round. This has no effect on concealment granted by the environment (such as fog or a darkness spell).
Value (Item Level): 1,000 gp (4th)/3,000 gp (7th)/5,000 gp (9th)
Clerics craft truedeath crystals to aid themselves and others in sending undead to their final rest. A weapon with this crystal attached deals an extra 1d6 points of damage to undead.
Lesser – This weapon also can be counted as a corporeal or an incorporeal weapon at any given time, which ever is of more use.
Greater – It can also deliver sneak attacks and critical hits against undead as if they were living creatures.
Value (Item Level): 1,000 gp (4th)/5,000 gp (9th)/10,000 gp (12th)
As its name suggests, a witchlight reservoir can hold a small quantity of magical power, which can be used to enhance the power of a melee weapon. To imbue this augment crystal with power, you must directly expose it for 8 hours to one of the following substances: sunlight, moonlight, blood, or wine (at least one pint of either of the last two substances). Each one of these substances grants the item a different effect, as described below. Exposing a full reservoir to a new substance replaces the old effect with the new effect.
When activated, a reservoir adds an extra effect to its weapon’s next successful melee strike (as long as it is made before the end of your turn). The effect depends on the substance to which the witchlight reservoir was exposed (see above).
+2d6 fire damage (or +4d6 fire damage if the target is undead).
+2d6 electricity damage (or +4d6 electricity damage if the target is a lycanthrope).
+2d6 damage to a living target.
–2 penalty on Wisdom saves for 1 round.
A witchlight reservoir functions five times before it loses its power and must be imbued again. It is considered a greater augment crystal.
Value (Item Level): 5,000 gp (9th)
Image – https://lootthebody.org/2018/03/08/return-of-the-weapon-gem-5th-edition/