Skyra : Items : Crystals : Shatter Shards

==Shatter Shards==
Shatter shards are small little crystals containing a small amount of ambient energy. When crushed or shattered, hence the name, these crystals grant the shatterer small magical benefits for a short period of time.
All shatter shard effects on a creature are lost on their next short or long rest and a creature can only have one active shatter shard effect up at a time. Any new shatter shard effects replace the old ones effect. You can shatter a shatter shard as an item interaction. 
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=== Optional Rules ===
The next few pages contain some rules that are optional. Pretty much you don't have to use them if you do not want to. 
The goal here is to provide options for your games, some Gm's after all prefer some rules over others just because of how they run their own games. Other Gm's don't like the same rules for the exact same reasons. 
== Item Interactions Ruling ==
Each creature has one item interaction they can use per turn. They could use this to open or close a door, or use a shatter shard for example. 
In Skyras campaign setting you can use your bonus action to make another item interaction. This rule is optional.
== Shatter Shard Slots ==
In Skyra, certain attunable magic weapons, arcane focuses, or armor feature Shatter Shard Slots, or otherwise known as simply slots. These are small slots embedded into a magic item, allowing users to insert shatter shards into them over the course of a short rest. The shatter shards within these slots grant small activatable benefits to the wielder while the item is being used and the item is attuned to the wielder. 
To activate these benefits, the wielder can use their item interaction to touch a shard, activating it. The effect lasts until the start of their next turn, unless the item specifies a longer duration in minutes. Activating a shatter shard in this way prevents the shatter shard from shattering. 
The number of slots a magic item can have is based upon the items rarity. Common magic items have one slot, uncommon have two, rare have three and so on, all the way up to artifact items which have a total of six.
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=== Shatter Shard Slots Example ===
Armor, Uncommon (requires attunement), 2 shatter slots
This armor is pretty nice. When attached to a door, it allows a user to
open that door with the strength of the nearest animal. For example, if there is a cow nearby, the user will have the "strength of a cow" while opening this door.
==== Slots: ====
None
Elemental Charge: Your next attack deals fire damage instead of its regular damage type.
== Shatter Shard Tiers ==
Each shatter shard variant has a tier associated with it. The higher a shatter shards tier the more slots it requires to be embeded into a magic item and the more sorcery points it costs to use. It requires a number of slots or sorcery points equal to its tier.
You can also combine five of the same tier shatter shards as an item interaction to form one random shatter shard that is one tier higher then the shatter shards used to create it up to a maximum tier of 6.
Some of the higher tiers can be stronger than most GM's may want to allow. As such you can restrict the highest tier of shatter shard to fit your own comfort level as a GM.
== Metamagic Experts ==
Sorcerers and other beings with access to metamagic can spend 30 minutes focusing in on a shard, shattering it and granting them access to that shards power as a meta magic option for them. A sorcerer can only know up to their charisma modifier in these meta magic options at once. When a sorcerer learns a new shatter shard metamagic option they can replace one they already know.
This meta magic option has 3x the effect of a regular shatter shard and costs a number of sorcery points to use equal to the shatter shards tier. These meta magic options can be used as an item interaction now rather than only working when you cast a spell. You can only use these shatter shard metamagic options once per turn. 
== Shatter Shard Prices & Loot ==
In Skyras campaign setting we have a different way of giving out loot and gold. Thus things may cost more or less than in your own setting. 
Tier one and two shatter shards are designed to be given out freely without much thought put into them. As such feel free to grant them to your players when you see fit. However we don't sell shards higher than tier 1 in shops. 
In Skyra we have our shatter shards priced at 5 tier one shatter shards for 1 silver piece. This is about half of a city guards full wage for an entire day. 
== Flavouring Shatter Shards ==
Each world and each campaign setting has its own theme. So feel free to change these rules up a bit to suit you. But first here is an idea my friend came up with for his own world. 
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=== Shatter Mechs ===
Mechs are the only items to have shatter shard slots otherwise known as magicores. Players can equip mech suits and add magicores to the magicore slots to upgrade their mech suits.
Example Magicore Upgrade:
Bionic Arm
You gain a bionic arm which can be used to hold or grab items. You can use an item interaction to attempt to grapple a creature within 5ft of you or grab an item nearby.
== Creating Shatter Shards by Tier ==
Tier 1: Weak small bonuses that are unlikely to make much difference. About as strong as subtle spell or transmuted spell. 
Tier 2: Bonuses that have more specific benefits and are a too strong with metamagic to have at tier 1 or are slightly too strong for players to spam each round. They are at most a bit weaker than the power level of a 1st level spell when used with metamagic.
Tier 3, 4 and 5: Leans into spamable abilities rather than generic buffs and bonuses. This could be anywhere between granting the user the ability to identify surrounding magic or granting them a free opportunity attack before their next turn. 
Tier 6: Messes with the action economy or is just powerful in general. 
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<tabber> 
|-|None : [Tier One]= 
|-|Elemental Charge = 
== Elemental Charge ==
Your next attack deals another damage type of your choice instead of its regular damage type.
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|-|Flash = 
== Flash ==
Your next attack that hits allows you to teleport 5ft in any direction.
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|-|Blast = 
== Blast == 
Your next attack that hits pushes the thing hit back 5ft.
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|-|Perceptive = 
== Perceptive == 
Your next perception check gains a 1d4 bonus to the roll.
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|-|Historic = 
== Historic == 
Your next history check gains a 1d4 bonus to the roll.
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|-|Arcane Insight = 
== Arcane Insight == 
Your next Arcana check gains a 1d4 bonus to the roll.
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|-|Steadfast = 
== Steadfast == 
Your next Constitution saving throw gains a 1d4 bonus to the roll.
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|-|Psychic Backlash = 
== Psychic Backlash == 
Your next single target attack deals 1d4 psychic damage to another creature within 5ft of the target struck.
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|-|Speedy = 
== Speedy == 
You gain 5ft of movement speed until the start of your next turn.
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|-|Wisdomic = 
== Wisdomic == 
Your next wisdom saving throw gains a 1d4 bonus to the roll.
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|-|Surge = 
== Surge == 
You take 1d4 necrotic damage which cannot be reduced in anyway. But you deal 2d4 necrotic or radiant damage on your next attack based on your alignment.
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|-|Backfire = 
== Backfire == 
Your next attack deals extra damage equal to your proficiency bonus if it hits. If it misses you take that damage instead.
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|-|Slow = 
== Slow == 
Your next attack slows anyone hit by 5ft until the end of their next turn.
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</tabber>
<tabber> 
|-|None : [Tier Two]= 
|-|Radius = 
== Radius ==
The radius of your next spell increases by 5 ft
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|-|Wind Caller = 
== Wind Caller ==
Until the start of your next turn when you hit an enemy with an attack you can immediately move 5 ft as if you were disengaging.
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|-|Vampiric = 
== Vampiric == 
Your next attack heals you for 1d4 hit points.
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|-|Resistive = 
== Resistive == 
The next attack that hits you deals 1d4 less damage.
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|-|Shielded = 
== Shielded == 
The next attack you hit grants you a +1 bonus to ac until the start of your next turn.
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|-|Elemental Ward = 
== Elemental Ward == 
Your next attack grants you resistance to a damage type until the start of your next turn.
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|-|Swift Strike = 
== Swift Strike == 
Your next attack gains advantage if you have not yet moved this turn. Your speed becomes 0 after you make this attack until your next turn.
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</tabber>