Supreme. This crystal joins itself to you when you hold it and is very stubborn about letting go. While it is a part of you, you can intuit which of your allies needs the greatest aid and roughly determine which threat to them is the most dire.

You may choose to end this effect early to cast Mass Cure Wounds at the highest spell level you know or 5th level, whichever is higher. This healing is also increased as normal for the effects of this item.

As a bonus action, you can crush this gem to empower your healing for one hour. Healing spells you cast heal twice the amount of dice. You can spend an action to perform a Wisdom (Medicine) check with DC 10 to heal a creature a number of d8 equal to half your level + your spellcasting ability modifier. If you are not a spellcaster, you use your Wisdom for this. Additionally, your may use the Help action or cast a spell that restores hit points as a bonus action. If you would heal a creature above its hit point maximum, the additional healing is added to the creature as temporary hit points that persist until the end of this effect.

Charged. This selenite seems to lightly attach itself to your skin. While holding it, you always know which of your allies needs your help the most.

As a bonus action, you can crush this gem to empower your healing for one hour. Healing spells you cast heal an extra half of their regular dice. You can spend an action to perform a Wisdom (Medicine) check with DC 10 to heal a creature 2d8 + your spellcasting ability modifier hit points. If you are not a spellcaster, you use Wisdom for this. If you would heal a creature above its hit point maximum, the additional healing is added to the creature as temporary hit points that persist until the end of this effect.

Base. This clear selenite invokes a feeling of absolute safety. It was carved to resemble the stone of the Priestess's Pendant that she wore to store life to a deceased god.

Charging. The Enduring Stone is charged between states by taking a total amount of damage equal to your hit point maximum. Handing a Charged or Supreme Enduring Stone to another creature or dropping it causes the Enduring Stone to revert to the Base form.

You may choose to spend a reaction after you are attacked to release a burst of blood. Any number of creatures you choose within thirty feet take an amount of damage up to your remaining temporary hit points as any type of damage you choose. You lose temporary hit points equal to one of your hit dice every time you use this feature.

As a bonus action, you can crush this gem to gain temporary hit points equal to your hit point maximum. While you have temporary hit points from this item, you have resistance to all damage. You are also immune to blinding, deafening, petrification, and becoming poisoned.

Supreme. The blood amber in your hand seems to pulse like a heartbeat. You can roughly approximate the amount of life a creature has left and your allies can intuit how hearty you feel.

You may choose to spend a reaction after you are attacked to release a burst of blood. Any number of creatures you choose within thirty feet take an amount of damage up to your remaining temporary hit points as either radiant or necrotic damage (your choice). You lose temporary hit points equal to the amount of damage you deal with this feature each time you use it.

As a bonus action, you can crush this gem to gain temporary hit points equal to half your hit point maximum plus your level. While you have temporary hit points from this item, you have resistance to bludgeoning, piercing, and slashing damage. These hit points persist until you take a long rest.

Charged. The red swirl inside this handsome amber seems to ebb and flow as though it's an actual liquid inside. Creatures you can detect always seem to exude dark fluids only you can see equal to the relative amount of damage that has been dealt to them recently.

As a bonus action, you can crush this gem to gain temporary hit points equal to half your hit point maximum. While you have temporary hit points from this item, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. These hit points persist until you take a long rest.

Base. This amber gleams in the memory of the Mortality Gem that brought a man past death and let him survive the touch of Death itself. Although mostly orange, it has a swirl of what looks like blood crystalized inside.

Worthwhile Failures. Some stones crafted in the image of the Stones of Power aren't even powerful enough to be powerstones but still have some purpose to them. While they're less likely to charge and evolve, it's not unheard of a particular moment of desperation making them even more powerful.

Evolving Power. Perfectly small and easily hidden, they're perfect waiting for the opportunity. As they're held, though, you may find them absorbing energy from your actions to become an even bigger boon in the moment of truth. They never lose charge unless handed off or dropped.

Uncharged. Part of the weakness of crafted powerstones compared to the legendary Stones of Power is that no craftsman known to us can complete the rituals to charge them as much, although their wielders can.

Many lifetimes ago, a series of stones were found that enhanced the power of a legendary group of heroes beyond the horrors of the universe that they slew. Now, transmuters the world over create these weaker emulations. Although nowhere near as powerful as those legendary stones of power, these powerstones are as close to them as has been achieved in generations.

As a bonus action, you can crush this gem to empower your healing for one hour. Healing spells you cast heal twice as many dice and are maximized. You can spend an action to perform a Wisdom (Medicine) check with DC 10 to heal a creature a number of d8 equal to your hit dice + your spell casting ability ability modifier. If you are not a spellcaster, you use your Wisdom for this. Additionally, you may use the Help action or cast a spell that restores hit points as a bonus action. If you would heal a creature above its hit point maximum, the additional healing is added to the creature as temporary hit points that persist until the end of this effect. Creatures that have temporary hit points from this item have +1 to all attacks and add 1d4 to all damage rolls, ability checks, and saving throws.

You may choose to end this effect early to release a holy burst of healing. Creatures of your choosing within 60 feet are healed an amount equal to your hit point maximum. Any additional healing over their hit point maximum is added as temporary hit points. As long as a creature has temporary hit points from this burst, they have +2 to all attack rolls, +2d4 damage dice to all attacks, and +1d6 to all ability rolls and saving throws. All enemies within this burst take damage equal to half your hit points. They make a Wisdom saving throw against your spell save DC, using Wisdom if you are not a caster. Fiends, fey, and undead have disadvantage on this save while celestials have advantage. If they fail this save, they are blind and deaf for an hour. Additionally, their damage immunities become vulnerabilities for one minute.

Charging. The Healthstone is charged between states by healing an amount of damage equal to your hit point maximum. Handing a Charged or Supreme Healthstone to another creature or dropping it causes the Healthstone to revert to the Base form.

Spellstones Wondrous item, very rare Base. These are modeled after the Arcanastone that allowed an ancient sorcerer to create the network of ley lines that trace the landscape and empower casters even to this day. This thumbnail-sized chuck of azurite is unimpressively clear. Might be worth a couple gold. As a bonus action, you can crush this gem to gain +2 to spell attack rolls and a +1 to spell save DC for one hour. Additionally, you also have advantage on concentration checks. Charged. As you hold this pulsing azurite in your palm, you see the invisible outlines of the ley lines around you. As a bonus action, you can crush this gem to gain advantage on spell attack rolls and a +2 to spell save DC for one hour. During this time, concentration checks for you cannot be higher than 12 no matter how much damage you are dealt and you have advantage on concentration checks. You gain proficiency in Intelligence (Arcana). If you already have proficiency, you gain expertise. You may choose to end this effect at any time to regain any two expended spell slots that are not of your highest known spell level. Supreme. This azurite gem glows with bright blue light out for five feet and dim light for another five feet. As you hold it, you see the blue hazy trails of ley lines around you as clearly as Sirius' light. As a bonus action, you can crush this gem to gain advantage on spell attack rolls and a +2 to spell save DC for one hour. During this time, concentration checks for you are always 10 no matter how much damage you are dealt and you have advantage on concentration checks and saving throws against spells. You have proficiency in Intelligence (Arcana) and Intelligence (Religion). If you already have proficiency, you gain expertise. All spells you cast that inflict damage during this time add an additional one half their damage dice and status effects inflicted last an extra one half their duration. Extra damage dealt this way does not get multiplied by critical hits. You may choose to regain three spell slots of any spell level you already know. Using this ability ends the effect of the Spellstone. Charging. The Spellstone is charged between states by casting a number of spell levels equal to twice your character level. Handing a Charged or Supreme Spellstone to another creature or dropping it causes the Spellstone to revert to the Base form.