#### Codex Granatine Wondrous item, artifact (requires attunement) --- When the first stone dwarves were carved from the living rock in the fourth age, they were imbued by Ord with knowledge to work and shape the world. This lore served them well, as they learned to forge and smith, carving vast cities from the caverns below the earth. As this first generation of master smiths realized that they would eventually die, they inscribed their knowledge onto a series of stone tablets called the codex granatine—while they were able to pass on their secrets to their children, they were the only dwarves born with the inherent knowledge of the magic woven in the core of the world. A creature can glean a fragment of that original divinity by studying the codex granatine, whose stone surfaces carry the first knowledge gifted to dwarves. The codex granatine is written in Dwarvish. A creature that attunes to the codex granatine and understands its secrets gains the following abilities. ***Bring Forth the Citadel.*** Once per intrigue, you can make a DC 14 Lore test as a domain action. On a success, you conjure the Stone Citadel, a castle *fortification* with 32 hit points, on the battlefield just before deployment during the next battle before the end of the intrigue. On a failed test, the Stone Citadel is not conjured, but you can attempt the test again during the same intrigue. The Stone Citadel can only exist on one battlefield at a time. When it is conjured, it disappears from the last place it appeared. If it is destroyed, it can be conjured again during a new intrigue. ***Child of Stone.*** Your natural aging process slows and your life expectancy doubles. You gain darkvision and tremorsense out to a range of 60 feet, you can't be poisoned, and you are immune to poison damage. In addition, you can cast *meld into stone*, stone shape, and stoneskin using the codex. Wisdom is your spellcasting modifier for these spells, and once you cast a spell using the codex, you can't cast that spell using the artifact again until you finish a long rest. ***Forge Master.*** Forged weapons are loath to turn against you. Any creature that attacks you with a metal weapon makes the attack with disadvantage. ***Granite Legion.*** Once per week, you can use your action to summon the Granite Legion, a special unit of construct warriors. The unit remains under your command for 24 hours, then disappears. ![](https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/KaW/Granite%20Legion.webp) ***Voice of the Mountain.*** You have studied the foundations of dwarven society and know how to best appeal to their minds and hearts. When you make a Diplomacy test to petition an NPC realm with a dwarven leader for the aid of the realm's special unit in the coming battle, you automatically succeed, regardless of attitude. ***Earth Sense.*** Every stone is one piece of a singular whole. Reading the codex has revealed to you how to communicate with that tremendous force. Once per intrigue, you can use a domain bonus action to awaken the stones, minerals, and gems around the enemy domain. Materials awakened in this way serve as eyes and ears, reporting critical information back to you. For the remainder of the intrigue, your domain has advantage on Espionage tests. ***Secrets of the Smith.*** You can forge weapons and armor at twice the speed and twice the quality. When you or another officer in your domain succeeds on an Operations test to muster new units, you can use a domain reaction to upgrade that unit's equipment by one level (without spending money to do so). ---