Infinity Stones (5e Equipment)

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Wondrous item, legendary

Six gems, each allowing the wielder control over a particular aspect of the universe. When all six are brought together, whoever wields them becomes omnipotent.

History

The six infinity stones.

In the beginning, there were six singularities. From them, the universe was created, and the singularities were concentrated by the omnipotent cosmic entities into six gems of immense powerthe infinity stones. Each one possessed a certain power over one of the universe's domains: reality, soul, mind, time, space, and power. Each was powerful enough alone, but together, could shape the universe itself.

From there, the stones were used by many different beings and groups, for a wide variety of purposes. The stones are so powerful that each can only be directly wielded by beings of immense strength, or if their power is distributed among a group of lesser entities. To get around this danger, weaker beings would place the stones in containers and artifacts to allow them access to their power.

As more infinity stones are used together, each individual stone's powers become more potent. All six infinity stones together are nearly impossible to control, and even powerful entities would be destroyed by them. Only artifacts designed for the purpose of combining their power, such as the Infinity Gauntlet, can make the feat even feasible. However, the power attained by having all six stones is unimaginable, and even gods would quake before their power. Anyone who could combine all six stones and survive would become omnipotent.

The Stones

Each of the following stones has specific powers and traits that they bestow upon their wielder. Additionally, the power of each stone grows with the number of stones it is being wielded with. For instance, the space stone alone primarily opens portals and allows for teleportation. However, when used with another stone, it grants telekinesis, and when used with four other stones, it can make objects intangible.

Note that many of the stones have what are called adverse effects. These effects apply when a creature attempts to make direct contact with the stone in question, and when all other additional conditions are met. Under certain conditions, these adverse effects will not apply. These include:

  • Creatures with at least 150 maximum hit points (75 if they are of the Celestial type) or a Constitution score of at least 20.
  • All gods, greater demons, and divine beings.
  • Constructs.
  • Creatures engineered, designed, or modified to be able to hold certain infinity stones.

If a creature would suffer from such adverse effects, and they attempt to hold a stone without a container, they are not considered "wielding" it.

Additionally, each stone will give an ability score increase to their wielder. The ability score modified is dependent upon the stone used.

Space Stone (Blue). The space stone allows the wielder to have control over space. Possible abilities include teleportation, portal generation, telekinesis, and intangibility.

  • Adverse Effects. If a creature attempts to hold the stone directly, they will be teleported to any location of the DM's choice, including deep space, though the creature must stay on the same plane of existence.
  • Ability Score Increase. Any creature that wields the space stone increases their Dexterity score by 2, to a maximum of 22.
  • Powers
    • One Stone. The wielder may create a circular portal up to 100 feet wide to anywhere on the same plane of existence.
    • Two Stones. The wielder may cast the telekinesis spell at will, requiring no verbal or somatic components, and succeeds any checks required of this spell.
    • Three Stones. The wielder may cast the teleport spell at will, requiring no verbal components, and is always on target when they attempt this.
    • Four Stones. The wielder may cast the gate spell at will, requiring no verbal or somatic components, and succeeds any checks required of this spell.
    • Five Stones. The wielder may force any object or creature that they can see (including itself) to become intangible, or "phase". The target passes through all solid matter and is controlled by the wielder telekinetically. The target becomes solid at the start of the wielder's next turn. If the target is interacting with a solid object when they become solid again, it moves into the nearest unoccupied space.

Mind Stone (Yellow). The mind stone gives the wielder the ability to alter or manipulate the thoughts and wills of others. Possible abilities include telepathy, mind control, mind erasure, sleep inducement, and the bestowal of powers.

  • Adverse Effects. Any creature that tries to hold the mind stone must make a DC 18 Intelligence saving throw. Upon a fail, they fall unconscious for 2d12 hours, or half that time on a successful roll. No attempts to wake them, including magic, will succeed.
  • Ability Score Increase. Any creature that wields the space stone increases their Intelligence score by 2, to a maximum of 22.
  • Powers
    • One Stone.
    • Two Stones.
    • Three Stones.
    • Four Stones. The wielder may cast the telepathy spell at will, requiring no verbal or somatic components, and succeeds any checks required of this spell.
    • Five Stones.

Reality Stone (Red). The reality stone naturally manifests in the form of a liquid, known as the aether, and only stabilizes into its gem form when placed in a container designed to do so. It allows the wielder to alter and move through realities. Possible abilities include moving terrain shifts, transmutation, and creating illusions.

  • Adverse Effects. A creature that touches the aether will absorb it into its body, and can only be removed by another entity willing to absorb it. Any creature with the aether absorbed acts as though their Constitution score is halved. Additionally, if any attack against the infected creature lands a hit, a brief burst of energy is blasted outwards in a 5-foot radius. Any creature caught in the blast must make a DC 18 Constitution saving throw, taking 2d4 necrotic damage on a failed save, or half as much on a successful one.
  • Ability Score Increase. Any creature that wields the reality stone increases their Charisma score by 2, to a maximum of 22.
  • Powers
    • One Stone.
    • Two Stones.
    • Three Stones.
    • Four Stones.
    • Five Stones.

Power Stone (Violet). The power stone gives the wielder access to extreme magnitudes of power and energy. Those who wield it have the ability to power cities, or to destroy planets.

  • Adverse Effects. When a single creature touches the power stone, it releases a blast of energy in a 50-foot radius. All creatures caught in the blast radius must make a Dexterity saving throw against a DC of 30 minus the number of feet the creature is from the power stone divided by five (for instance, a creature that is 30 feet from the stone would have to roll higher than 24 (30-30/5)). The creature takes 6d4 force damage on a failed save, or half as much on a successful one. The creature that touched the stone must also make a DC 30 Constitution saving throw; if they fail, they are completely obliterated and die. Additionally, hiding behind cover or wearing armor is useless, as the blast destroys any obstacles within its area of effect.
    • Distribution. If the person holding the power stone is touching other creatures, the power output is distributed across all creatures linked either directly or indirectly by physical contact (i.e. with person touching holder, and person touching person touching holder). If this is the case, each round that they are touching the stone, the creature touching the stone makes a Constitution saving throw against a DC of 27 minus the number of creatures linked together. If at any point the holder fails the saving throw, then the standard adverse effects take place, except all creatures in the link must each make the Constitution saving throw described.
  • Ability Score Increase. Any creature that wields the power stone increases their Strength score by 2, to a maximum of 22.
  • Powers
    • One Stone.
    • Two Stones.
    • Three Stones.
    • Four Stones.
    • Five Stones.

Time Stone (Green). The time stone bestows wielders with absolute power over time. Possible abilities gained by wielding the time stone include time travel, precognition, accelerating or slowing down time, and converting objects to their past or future states. The time stone is also regarded as a failsafe if the other stones are destroyed, as it can reverse time to bring the others back.

  • Adverse Effects. If a creature holds the time stone, for every round that they hold the stone, they will age 2d4 years.
  • Ability Score Increase. Any creature that wields the time stone increases their Constitution score by 2, to a maximum of 22.
  • Powers
    • One Stone.
    • Two Stones.
    • Three Stones.
    • Four Stones.
    • Five Stones.

Soul Stone (Orange). The soul stone gives the power of its wielder the power over souls, life, and death. Abilities gained with the soul stone include the ability to communicate with or even raise the dead, immunity to illusions or falsehoods, and access to higher knowledge and wisdom.

  • Adverse Effects. The soul stone is unique in that any creature may wield it, under one condition: they must sacrifice that which they love most. Until they do so, they cannot use the soul stone at all. Note that this applies to all creatures, including the ones mentioned above as being "immune" to adverse effects. Additionally, all creatures sacrificed to the soul stone may not be brought back to life through any means; this includes resurrection or even the wish spell.
  • Ability Score Increase. Any creature that wields the soul stone increases their Wisdom score by 2, to a maximum of 22.
  • Powers
    • One Stone.
    • Two Stones.
    • Three Stones.
    • Four Stones.
    • Five Stones.
This content deviates from 5th Edition standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th Edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This allows you to basically do whatever you want without restriction, and should really only be used as a plot device as it's potential to ruin campaigns is unlimited.

All Stones. Very few creatures have had all 6 Infinity Stones in one place at the same time let alone be able to use them all at the same time. The wielder of all 6 shall become unstoppable.

  • Adverse Effects. If a creature wielding all 6 Stones does not have a proper container to store all the stones (Like an Infinity Gauntlet or similar), they must a DC 30 Constitution saving throw, being erased from existence on a failed save and instantly dying on a successful one. Creatures erased from existence because of this effect cannot be brought back (unless with a Time Stone or All Stones) and creatures dying because of this effect cannot be brought back to life (unless with a wish spell or stronger).
  • Ability Score Increase. Any creature that wields all 6 stones increases their Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores by 5, to a maximum of 30.
  • Powers
    • Six Stones. The wielder of all 6 stones can basically do whatever they wish to, whether it be wiping out half of all life with a single snap (excluding yourself), turning someone's bones into water and rendering them immobile, grant immortality, revive someone who is between both being dead and alive, usurp the gods with the wave of your hand, permanently charm someone to your side, etc., and without really any limit to how far you can go.

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