#### Codex Adamant Wondrous item, artifact (requires attunement) --- The Age of Saints lasted only 600 years, but it produced sages to rival the Age of Enlightenment and loremasters to rival the Age of Wonder. One of these—Muhya bint al-Mustakfi, the Hazarite Saint of Dreams—used her Dreamfall ability to push her consciousness back over 12,000 years to the Elemental Age, the age when the dwarves first walked the surface of Orden. In her dreams, she watched the vast and impenetrable home of the steel dwarves, Kalas Mithral, rise and become, to many, the capital of Orden at the time. She observed the steel dwarves for 30 years at the height of their power, saw their innermost thoughts, tapped into their knowledge. These decades of dreams lasted only one night for her. When she woke, disoriented from a lifetime spent among the dwarves, she couldn't remember her own language. Her servants and her palace seemed alien to her. Slowly, her memories of the dream started to fade—urgent and desperate, she wrote down everything she learned while the elementals' language was still fresh in her mind, sleeping little, eating less. Her servants feared for her life, but the result of months of fevered writing was the codex adamant, the Book of the Adamant Elementals, also known as the Book of Steel, the Mithral Tome, or the Chronicle of Kalas Mithral. Like veins of ore beneath a towering mountain, ancient knowledge pervades the codex adamant. The hammers of long-dead smiths ring out with each turn of the page, reforging the reader with the essence of the steel dwarves. Possessors of this book become stalwart artisans, capable of withstanding the punishing blows of giants and unforgiving hours at the forge. The fruits of their labor are sturdy and bold: masterwork blades which refuse to dull, resilient armor forged from unbreakable adamantine, and loyal armies of metal soldiers. Eventually, however, all possessors of the codex succumb to its greed, joining the elementals in the Legion of Adamant who were, too, slain by their own corruption. The codex adamant is written in Dwarvish. A creature that attunes to the codex adamant and understands its secrets gains the following abilities. ***Allies on the Anvil.*** You can use the codex to conjure the materials necessary to build a **brass man**, a magical construct soldier that resembles a clockwork humanoid. To create a brass man, you must spend 8 hours working uninterrupted with the codex guiding you. Once you finish creating a brass man, the construct can speak and understand languages you know, is under your control, and obeys your verbal commands. If you don't issue any, it defends itself from hostile creatures and other sources of danger, but otherwise takes no actions. With the codex, you can build and command a number of brass men equal to your domain size (minimum of 1). If you currently control the maximum number of brass men the codex allows, the book can't conjure more materials for you. If you unattune from the codex, the brass men crumble into metallic dust. ***Diamond Legion.*** Once per week, you can use your action to summon the Diamond Legion, a special unit of constructs. The unit remains under your command for 24 hours, then disappears. ![](https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/KaW/Diamond%20Legion.webp) ***Forgeborn.*** The codex adamant grants you the following benefits: - Your Strength, Constitution, and Wisdom scores increase by 4, to a maximum of 24. - When you are subjected to an effect that would move you against your will, you can use your reaction to not be moved. - You gain proficiency with jeweler's tools, mason's tools, and smith's tools. - You can cast the *creation* spell. Once you cast the spell using the codex, you can't do so again until you finish a long rest. - Your hair grows at an unprecedented rate, reaching terminal length 1d4 days after you attune to the codex and after each time you cut it. ***Lodestone's Greed.*** The subconscious temptation of avarice pulls you toward precious mineral deposits, such as adamantine and mithral. Once per intrigue, make a DC 14 Operations test as a domain action. On a success, your Resources level increases by 1, and you gain a bonus to your Resources score equal to your domain size for the remainder of the intrigue. ***Superior Equipment.*** As a reaction to one of your units making a successful Power test, make a DC 13 Command test. On a success, your unit sunders their target unit's equipment, inflicting a -5 penalty to the target's Power and Toughness until the end of the battle. Once you use this feature, you can't use it again until you finish an extended rest. Additionally, as an action, you can touch the codex to a nonmagical, metal weapon, shield, suit of armor, or tool and turn the metal into adamantine. You can't turn another item into adamantine with the codex for 1 week. ***Without a Scratch.*** As an action, you can coat your flesh in unbreakable steel, becoming immune to all damage for 1 minute. Once you use this feature, you can't use it again until you finish a long rest. ---