Gem Knight, variant (5e Class)
Gem Knight
Warriors who wield gemstones in order to access the hidden magical characteristics of the gem.
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Creating a Gem Knight
When creating your Gem Knight, consider how you came to learn to use the power of gemstones. Consider if you learned this from a master, or maybe you found an ancient tome describing the art. Also think on why you might have taken this up.
- Quick Build
You can make a Gem Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the Inheritor or the Guild Artisan background.
Class Features
As a Gem Knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Gem Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gem Knight level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Jeweler's tools
Saving Throws: Strength, Constitution
Skills: Choose two from Arcana, Athletics, Insight, Perception, or Survival Investigation.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) any martial weapon
- (a) Shield or (b) any martial weapon
- Shortbow and 20 arrows
- Explorer's Pack
Level | Proficiency Bonus | Features | Sockets | Crystalline Energy | Spell Slot Maximum | Glowing Destruction Damage |
---|---|---|---|---|---|---|
1st | +2 | Knightly Order, Gem Casting, Mystical Jeweler, Crystal Technuiqes | 2 | 4 | 1st | - |
2nd | +2 | Fighting Style, Glowing Destruction | 2 | 10 | 1st | 1d6 |
3rd | +2 | Crystalline Body | 3 | 12 | 1st | 1d6 |
4th | +2 | Ability Score Improvement | 3 | 12 | 2nd | 1d8 |
5th | +3 | Extra Attack | 4 | 14 | 2nd | 1d8 |
6th | +3 | Ornamental Gems | 4 | 14 | 2nd | 1d8 |
7th | +3 | Knightly Order Feature | 4 | 16 | 2nd | 1d8 |
8th | +3 | Ability Score Improvement | 4 | 16 | 3rd | 1d8 |
9th | +4 | Crystaline Growth | 4 | 16 | 3rd | 1d10 |
10th | +4 | Crystal Blade Improvement | 4 | 16 | 3rd | 1d10 |
11th | +4 | Knightly Order Feature | 4 | 18 | 3rd | 1d10 |
12th | +4 | Ability Score Improvement | 4 | 18 | 4th | 1d10 |
13th | +5 | — | 5 | 18 | 4th | 1d10 |
14th | +5 | Heightened Focus | 5 | 20 | 4th | 1d10 |
15th | +5 | Knightly Order Feature | 5 | 20 | 4th | 1d12 |
16th | +5 | Ability Score Improvement | 5 | 22 | 5th | 1d12 |
17th | +6 | — | 5 | 22 | 5th | 1d12 |
18th | +6 | Crystal Blade, Knightly Order Feature | 6 | 24 | 5th | 1d12 |
19th | +6 | Ability Score Improvement | 6 | 24 | 5th | 1d12 |
20th | +6 | Gem Conglomerate | 6 | 26 | 5th | 1d12 |
Gem Casting
Starting at 1st level, you learn the ancient art of infusing precious and semi-precious gems with magic. You can choose one gem of your choice, from the Magical Gems list. You start with this gem if this gem is damaged or lost you can perform a ritual lasting 8 hours and costing 50 gold pieces to summon it to you or repair it. This is only possible for the original gemstone chosen due to you innate connection with it. If any other gemstone is damaged you can perform a different ritual lasting 12 hours and costing 70 gold pieces to repair it. The Magical Gems column shows the total number of gems you have. You can't choose the same gem twice.
In addition, whenever you gain a level in this class, you can replace one gem you know by a different one of your choice.
- Gem Socket
You need to attach a gem on a suit of armor, shield or weapon you have, which you can do over the course of a short or a long rest. You can only use spells and features from socketed gems. You can have up to 3 socketed gems on the same piece of equipment. Each gemstone has a base 10 ac and 30 hp
- Gem Concentration
You can concentrate on a socketed gem, as if you were concentrating on a spell, to gain certain benefits related to that gem. Each gem grants you different benefits for doing so.
- Spell Slot Maximum
This is the highest level slot you cast have a spell be cast at up to a max of level 5.
- Crystalline Energy
You can infuse a limited number of gems with magic. You can use Crystalline Energy to cast spells. Each gem grants you a specific set of spells, and you can cast these spells by spending Gem Power. To cast a spell you have to pay a number of Crystalline Energy shown below.
1st:2 points 2nd: 3 points 3rd: 5 points 4th:6 points 5th: 7 points
You can cast a spell as a higher level by paying the cost of that spell as a higher level slot.
- Crystal Techniques
There are also various techniques you learn as you gain levels that you may use your Crystalline Energy These are called Crystal Techniques. You gain more as you level. You begin with two. Crystals generated by these abilities last for 1 hour before disintegration.
- Crystal Shards
You may make a ranged spell attack against a target within 40 ft of you dealing 1d8 piercing damage to the target. You may spend up to 2 points on this technique until level 9 where the limit becomes 5, and again at level 16 where the limit becomes 8.
- Crystal Cover
You may create a 5ft wall in length within 10ft of you to grant a creature 3 quarters cover which provides +5 to ac and saving throws by spending 3 Crystalline Energy or 6 to use it as a reaction to an attack targeting an ally.
- Crystal Spike
Starting at 5th level you can cause a spike to drive upwards within targeting a 5ft square within 40ft of you. This does 2d10 piercing damage to anyone standing in that square and pushes the target to another square nearby. This spike also causes difficult terrain on the square effected. Costs 4 Crystalline Energy
- Crystal Trap
Starting at 9th level you can cause crystal to erupt around a creature within 50ft causing them to be restrained. This costs 6 Crystalline Energy
- Gem Casting Ability
Intelligence is your gem casting ability for your gem magic. You use your Intelligence modifier when setting the saving throw DC for a gem casting or when making an attack roll with one.
Gem Magic save DC = 8 + your proficiency bonus + your Intelligence modifier
Gem Magic attack modifier = your proficiency bonus + your Intelligence modifier
Mystical Jeweler
At 1st level, thanks to your dedication to the study of gem magic, you have advantage on all Intelligence and Wisdom checks related to inspecting or recalling information about gems.
Knightly Order
Starting at 1st level level, you can select a Knightly Order. This choice gives you a feature at 1st level, and again at 3rd, 7th, 11th, 15th and 18th level.
Glowing Destruction
Beginning at 2nd level, you know how to imbue the magical energy stored on your gems into your strikes. You may choose to activate this as a bonus action on your turn to deal extra damage equal to 1d6 to one creature you hit with a melee weapon attack. This effect lasts for one minute causing your weapon to be sheathed in an effect dependent on your socketed gem type. The damage type is the same to the damage type related to the chosen gem, as shown on the gem description at the Gemstones section bellow. This damage increases as you gain levels in this class, as shown in the Glowing Destruction column of the Gem Knight table.
You can use this feature a number of times equal to your Intelligence modifier, and regain your uses after finishing a long rest.
You can also choose to use Crystalline Energy to use your Glowing Destruction with a socketed gem, adding addional damage die equal to the level of spell you use. The amount of points you can use for this are the same as the conversions for spells. This makes the duration last only for a single attack.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you
- Close Quarters Shooter (UA)
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Defense
While wearing armor, you gain a +1 bonus to AC
- Thrown Weapon Fighting (UA)
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
- Two-Weapon Fighting
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second attack.
- Tunnel Fighter (UA)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Crystaline Body
At 3rd level, you can cover yourself in crystals resembling Platemail. The crystal type is chosen from one of your socketed gems when activated. For one minute you become resistant to slashing, piercing and bludgeoning damage.
- Choose one damage type from any gem you have socketed. For the duration, you deal 1d6 additional damage from the chosen type.
This damage increases to by 1 damage die at 9th level and again at 16th level.
At 9th level, you can use this a number of times equal to your proficiency modifier.
After using this feature, you must finish a long rest before you can use it again.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ornamental Gems
At 6th level, you can ornate a suit of armor or weapon with tiny magical gems, granting them magical capabilities.
You can craft one of this gems, and attaching it to the object requires a 1 hour, and can be done as part of a short or a long rest, being considered light active. At the end of this process, you can grant one of the following benefits to the item:
- +2 to the Armor AC
- +2 to the Weapon attacks and damage rolls.
- 1d6 additional damage. The damage type must be the same related to one of the gemstones you know.
- 4 damage reduction from one damage type related to one gemstone you know.
You can't add the same benefit to an item twice. At 10th level, you can craft one additional gem, for a total of two. This number increase to three at 18th level.
Crystalline Growth
When you reach 9th level, your body start to become infused with the crystals, enhancing even more your crystalline body. When you use your Crystalline Body feature, you gain the following benefits:
- Your body starts to glow, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.
- Roll your Glowing Destruction die. You gain an amount of temporary hit points equal to double the number rolled. These temporary hit points are added to any other temporary hit point you gain from a Gem Knight class feature.
Heightened Focus
Starting at 14th level, you develop a profound connection with your gems. Choose one gem you know. You gain the benefits of concentrating in that gem without needing to concentrate on it. The gem still need to be socketed to allow you to do it.
Crystal Blade
You can Imbue your Weapon with your gemstone's power to a much stronger degree. Starting at 18th level the effects of your Glowing Destruction ability is now permanent. You can spend a use of Glowing Destruction to deal additional damage equal to your Glowing Destruction dice.
Gem Conglomerate
You Start to become one with your Gems. At 20th level you may gain the benefits of concentrating on 2 gems at once without needing to concentrate on them. In addition you no longer age and become immune to critical hits. As well as a bonus action on your turn you can transmutate any currently socketed gem into another that you know. This can only be done once per round and the effect wears off the next time you finish a short or long rest.
Knightly Order
A knightly order is the specialization chosen by the Gem Knight, that indicates how the knight uses its gem magic. Each order has their own crystal techniques unique to them, and gems that align most towards their ideals.
Bastion Order
The members of the Bastion Order are the specialists in combat, focusing on the martial aspect of the gem casting.
- Martial Training
Starting at 1st level, you can choose one of the following gems as an additional gems: the Diamond, the Onyx or the Hematite
In addition, you gain proficiency with the smith's tools and you gain proficiency with heavy armor.
- Crystal Techniques
You gain techniques unique to your order
- Encrusted Blade
starting at 3rd level you can coat your weapon in crystals causing the weapon to deal an extra damage die. Costs 4 Crystalline Energy.
- Crystal Veil
Starting at 7th level you can touch a willing creature to apply a thin coating of crystals over their skin granting them a +2 to ac and to saving throws. Costs 5 Crystalline Energy.
- Gem Catapult
Starting at 15th level you may make a charge up to 60ft making enemies that you pass make a dexterity saving throw or take 4d6 damage on a fail or half on a success. Costs 7 Crystalline Energy
- Crystalline Defense
Starting at 3rd level, whenever your Crystalline Body is active, you gain in each of your turns a number of temporary hit points equal to your Intelligence bonus.
In addition, you become immune to critical hits and to the frightened condition while the defense is active.
- Crystal Plate
Beginning at 7th level you can channel the power of your gemstones to enhance your Crystalline Body technique further. If your Crystalline Body is active you gain +2 ac, as well as dealing additional radiant damage equal to your proficiency bonus.
- Crystal Armor
Starting at 11th level, you use an action to cover your body with gems. When you do so, you gain a number of temporary hit points equal to your level in this class. The first time a creature within 60 feet damages you, the creature takes damage equal to your level in this class. You can choose the damage type from your gems owned, in the moment you activate this ability.
At 15th level, you can use this feature twice, and increase to three times at 18th level.
- Additional Resistance
At 15th level, choose one damage type related to one of the gems you know. You gain resistance to that damage type.
- Glimmering Dreadnought
When you reach the 18th level, your defenses become impenetrable. You gain the benefits of Crystaline Body permanently.
In addition, when you use your Crystalline Body, for the duration you can use your Crystal Armor without spending any uses.
Primordial Order
Primordials are gem knights deeply connected to the elemental energies contained inside the gem, since the primordial planes were the source of the gemstones ability to contain magic.
- Elemental Adept
Starting at 1st level you can choose one of the following gems as an additional gem: Emerald, the Ruby, the Amethyst or the Sapphire.
In addition, you learn how to speak, read and write in primordial, and you gain proficiency with the Acrobatics skill.
- Crystal Techniques
You gain techniques unique to your order
- Encrusted Elements
Starting at 3rd level you can either coat a weapon in crystals resembling a socketed gem from the primordial order or create a weapon out of crystal the same color as a socketed gem from the primordial order. This weapon would deal normal damage for its type plus an additional 2d8 damage based on the gem type. As well you can have the weapon fire a blast to deal it's damage at range making a ranged spell attack shooting out fire for ruby, a ray of frost for sapphire, a large stone for emerald, or a gust of air for amethyst This lasts for 1 minute. This would cost 4 Crystalline Energy.
- Elemental Transformation
Starting at 7th level you can use the power of one of your primordial order gems to empower yourself. You grow crystals resembling your chosen gem type all over your body as you adapt to the power of that element flowing through you. As bonus action you can grant yourself +1 ac, 15 temporary hp that adds to other temporary hp you might have, and you deal an Addionaly 2d10 damage of your chosen gem type. You also gain the following benefits depending on which gem you use: Emerald Gain a borrow speed and climbing speed equal to base speed. Ruby Gain additional 20ft base speed. Sapphire Gain swim speed equal to base speed. Amethyst Gain a fly speed equal to base speed.
This would last for 1 minute and would cost 6 Crystalline Energy. ou can augment this technique by paying additional Crystalline Energy to increase the duration by an extra minute for every 2 points.
- Elemental Devastation
Starting at 15th level you can direct the elements wrath upon an enemy. You create an elemental attack on an area within 40ft of you with a radius of 30ft. This would do 5d10 damage of the chosen gem type requiring a dexterity save to take half. The Visual effect of this varries between primordial gems a tornado for amethyst, a huge fireball for ruby, a tidal wave for sapphire, and a large boulder dropped for emerald.
- Elemental Glide
Starting at 3rd level, you gain benefits depending on the gem you are concentrated in, from the following options:
- Emerald. You gain burrow speed of 20ft.
- Ruby. You gain 15 feet of additional movement.
- Sapphire. You gain swimming speed of 30ft. And, you can run on water as if it were solid ground.
- Amethyst. You gain the effects of the jump spell.
- Elemental Defense
At 7th level, you can control the elemental gems to protect you from such elements. Whenever you must make a saving throw to avoid an effect that deals damage from the type related to one of the elemental gems: Emerald, Ruby, Pearl or Amethyst, you have advantage on that saving throw.
In addition, you have immunity to the damage type of the chosen elemental gem when concentrated on it.
- Elemental Assault
Starting at 11th level, you gain a new benefit, depending on the socketed gem you are concentrating on:
- Emerald. You can stomp your foot to cause the earth to tremble beneath you. Creatures 10 ft from you must make a dexterity saving throw or be knocked prone.
- Ruby. You can attack creatures within 10 feet of you. The attacks deal fire damage on a hit, instead of the regular damage of the weapon. In addition, whenever you hit a creature, you deal damage equal to your Intelligence modifier to all creatures within 5 feet of it. The damage is fire.
- Sapphire. You can summon water to flood a terrain around you. Any creature of your choice within 10 feet on the ground is considered in difficult terrain. In addition, you can use your bonus action in each of your turns to force any creature Large or lower in the area to make a dexterity saving throw, or be knocked prone.
- Amethyst. Whenever you hit a creature with a melee weapon attack, you can force that creature to make a Strength saving throw against your spell save DC, or be pushed 10 feet in a direction of your choosing by a gust of wind.
- Elemental Peak
Starting at 15th level, you gain a new benefit, depending on the socketed gem you are concentrating on:
- Emerald. You can now move through the earth as if under the effects of Earth Glide moving at the same speed as your base land speed. As Well your mold earth cantrip increases in power allowing you to shape earth in a 10 ft cube as well as allowing you to push creatures with this earth with a successful strength saving throw.
- Ruby. Your movement increase changes to 25 extra speed, and you can choose to leave a trail of flames under your feet. This is difficult terrain and deals 1d8 fire damage and burns out after 3 rounds. As well your produce flames and control flames cantrips become stronger. Your produce flames cantrip increase its base damage die to d10, and you can choose for its attack to be an area of 10ft requiring a dexterity saving throw. Your control flames cantrip allows you to now control 10ft of fire and can spread it to areas that dont have fuel.
- Sapphire. Your swim speed increases to 40ft As Well your shape water cantrip becomes stronger allowing you to shape water up to a 10ft cube and can now harm enemies by slamming water into them requiring a ranged spell attack dealing 1d10 bludgeoning damage if slamming slashing if used as a whip or piercing if frozen ice is used.
- Amethyst. You gain a flying speed of 40ft. As well your gust cantrip becomes stronger allowing you to push creatures back 15 feet and you increase the dc of the save by 5.
- Primordial Destruction
At 18th level, you can command the elements to destroy your foes. Whenever you damage a creature with your Glowing Destruction feature, you roll the glowing destruction damage die again, dealing additional damage equal to the number rolled. You can choose the damage type of any socketed elemental gem: Amethyst, Emerald, Ruby or Pearl.
If your Crystaline Body is active, you roll the destruction damage die twice.
Arcane Order
Gem Knights of the Arcane Order specialize themselves on connecting with the weave, creating a bond with magic itself. They specialize in trapping the destructive arcane energies to hurl at their enemies, unleashing magical destruction upon their enemies.
- Arcane Adept
Starting at 1st level, you can use your gems to channel pure arcane power on your strikes. You can choose one of the following gems as an additional gem : the Opal, the Ruby, the Tourmaline, the Pearl or the Topaz.
In addition, you gain proficiency in the Arcana skill and with the Alchemist tools.
Crystal Techniques You gain techniques unique to your order
Glimmering Shrapnel Starting at 3rd level you can cause a crystal to form within 50ft of you this crystal then shatters shooting shrapnel at anyone within 15 radius. Anyone in this area would need to make a dexterity saving throw on a fail This would deal 3d6 piecing damage or half on a success. This costs 4 Crystalline Energy.
Crystal Spear Starting at 7th level you can cause a line of crystals shoot up from the ground in a 90ft line starting from anywhere within 40ft from the caster. Anyone in this area would need to make a dexterity saving throw on a fail This would deal 4d8 piecing damage or half on a success. This creates difficult terrain where the attack happens. This costs 5 Crystalline Energy.
Gemstone Collision Starting at 15th level you can create a huge crystal in the air to strike the ground taking up a 10ft square. This would require a dexterity saving throw of anyone in this area to take 8d8 peircing damage or half on a success. Anyone caught in the area is then thrown to a clear space as that space is now occupied by the giant crystal. This costs 8 Crystalline Energy.
- Magical Assault
Starting at 7th level,=when you cast a spell from the arcane adept gems that deal damage you can add your level and Intelligence modifier to the damage.
- Battle Magic
At 11th level, Whenever you kill an enemy with a spell, or are hit by a spell from an enemy you can siphon of the excess magic in order to regain 1d6 Crystalline Energy.
- Magical Protection
At 15th level, you gain resistance to force damage and advantage on saving throws against spells.
- Arcane Destruction
Starting at 18th level, you can perform a powerful smite attack with your blade, infuse with pure arcane power. When you hit a creature with weapon attack, you can add 5d10 damage to that damage roll. The damage is from the type related to the gem you are concentrated on. In addition, the creature have disadvantage on any saving throws against spells from the list of the gem you are concentrated on for 1 minute, or until you loose concentration on your Gem
Once you use this feature, you can't use it again until you finish a long rest.
Assassin Order
Focusing on the harmful aspects of gems, the assassin order of gem knights, specialize in killing with deadly precision, weakening their foes before the murder.
- Assassin Training
Starting at 1st level, you can choose one of the following gems as an extra gem: the Onyx, the Sulfur and the Cinnabar.
In addition, you gain proficiency with the Thieve's Tools and in the Stealth skill.
Crystal Techniques You gain techniques unique to your order
Gem Blink Starting at 3rd level you can focus the mystical powers of your gems to teleport up to 30ft in any direction. This costs 2 Crystalline Energy. You can augment this technique by paying additional Crystalline Energy to move an additional 10ft per point spent up to 4 additional points spent.
Distorting Light Starting at 7th level you can hide yourself from sight using your gem's magic becoming invisible as the spell invisibility this would last 1 minute. This would cost 3 Crystalline Energy. You can augment this technique by paying additional Crystalline Energy to increase the time invisible by 1 minute per point spent up to 6 additional points spent. Additionally for every two extra points spent you can make one extra attack against a target without becoming visible again.
Piecing Gem Starting at 15th level you can create wickedly sharp crystals on your weapon the next weapon attack you hit deals an additional 4d8 piecing damage. This would cost 6 Crystalline Energy. ou can augment this technique by paying additional Crystalline Energy to increase the damage by 1d8 per point up to 6 additional points.
- Assassin's Curse
Starting at 3rd level, you can channel the energy of a socketed gem related to acid, necrotic or poison damage types to curse your target.
As a bonus action, choose a target that you can see within 30 feet of you. Until the end of your turn, you add your Intelligence modifier to all attack rolls you make against that until the end of your turn. If you hit the target, you deal additional damage equal to your Glowing Destruction damage die + your Intelligence modifier. The damage type is the same of the socketed gem.
You can use this feature a number of times equal to your Intelligence modifier plus proficiency modifier, and regain your uses on a short or a long rest.
- Cruel Strike
Starting at 7th level, if you have advantage on your attack roll, or your opponent is cursed by your Assassin's Curse, on a successful attack you can impose one of the following conditions, depending on the gem you have socketed on the moment:
- Cinnabar. The target must succeed on a Constitution saving throw against your spell save DC or is poisoned for 1d6 rounds.
- Sulfur. The target must succeed on a Constitution saving throw against your spell save DC take 2 point of acid damage on the start of each of its turns. The creature can make a constitution saving throw to get rid of this effect.
- Onyx. The target must succeed on a Wisdom saving throw against your spell save DC or is frightened by you for 1d6 ropunds.
- Exploitative Attack
Starting at 11th level, whenever you hit a creature affected by your Cruel Strike feature effect with an attack from a light or finesse weapon, you can deal additional damage equal to your Glowing Destruction damage.
You must be concentrating on the gem to do so, and the gem must be either Cinnabar, Sulfur or Onyx.
- Masterful Assassin
Starting at 15th level, you increase your murderous skills. You can add your Intelligence modifier to your Stealth checks. In addition, you can take the Hide action as a bonus action on your turn.
- Vitality Draining
At 18th level, you can make a single destructive attack, slaying your targets with one strike. When you hit a creature, you can cause the creature to lose 4d6 hit points from its maximum. This hit point reduction lasts for 1 minute, and for that duration, the target have Disadvantage on all Strength checks and saving throws it makes. Once you use this feature, you can't use it again until you finish a long rest.
In addition, Whenever you use your Glowing Destruction to cause Acid, Necrotic or Poison damage, you have Advantage on the attack.
Harmony Order
Gemstones are known for bringing harmony, peace and equilibrium to those who understand their properties. The harmony order focus on activating these special properties of gems to achieve a clearer mind, healthier body and better themselves on a whole.
- Meditative Masters
Starting at 1st level, you can choose one of the following gems as an additional gem: the RoseQuartz, the Jade, the Gembone, the Amber and the Aquamarine.
In addition, you gain proficiency with the Herbalist kit and in the Perception skill.
Crystal Techniques You gain techniques unique to your order
Crystal Wall Starting at 3rd level you can create a 40ft wall of crystals this wall does not have to be in a straight line. This wall has an ac of 10 and 15 hp. This would cost 4 Crystalline Energy
Gem Dome Starting at 7th level you can choose a target within 50ft of you to create a dome or sphere around them. The size of this dome is 30ft radius. The dome has an ac of 10 and 35 hp. This would cost 6 Crystalline Energy.
Flesh to Crystals you can turn an opponent's flesh into crystals essentially freezing them in place. This works like the flesh to stone spell. This would cost 8 Crystalline Energy
- Gem Healing
At 3rd level, you can use the power of gems not only to harm, but to heal. You can spend your uses of Glowing Destruction to restore hit points of a creature you touch, as an action. The creature regain a number of hit points equal to the highest number you can roll on that die plus your Intelligence modifier times two.
In addition, you can spend two uses of your glowing destruction feature to cast Lesser Restoration, without spending any Crystalline Energy.
- Moving Meditation
When you reach the 7th level, you can use your bonus action to clear your mind to achieve a state of deep focus and concentration. For 1 minute, you have advantage on all Wisdom checks and saving throws and gain the effects of the spell sanctuary. Also, you and all creatures within 10 feet of you have advantage on checks against charm effects and the frightened condition.
You can use this feature twice, regaining your uses after a short or a long rest.
In addition, you gain proficiency in Wisdom saving throws.
- Soul Touch
Starting at 11th level, you can tap onto the essence of creatures, to either harm or heal them. When you take the attack action on your turn, you can forgo one of your attacks to force a creature within 60 feet to make a Charisma saving throw against your spell save DC. On a failed save, the creature take damage equal to your glowing destruction die, or half as much on a success. The damage type must be psychic.
In addition, you can use your gem healing feature on targets within 60 feet of you.
- Mind Shield
At 15th level, whenever you are using your Crystalline Body feature, any friendly creature within 10 feet of you gain a number of temporary hit points at the start of each of your turns equal to a roll of your Glowing Destruction die, have resistance to psychic damage and are immune to the charmed condition.
- Transcendence
At 18th level, you transcend your normal limits, and awaken the true power of your gems. You can choose one gem you know from you meditative master feature to become an awakened gem. This grants you a single 6th-level gem slot, that you can use to cast a transcendence spell, depending on the gem you choose to awake:
- Jade. tenser's transformation
- Aquamarine. mental prison
- Rose Quartz. heal
Once you cast a transcendence spell, you can't do it again until you finish a long rest. You can change the awakened gem when you finish a long rest.
In addition, you no longer age and can't be magically aged.
Emerald
Emeralds are the gem that represent the primordial earth.
Damage Type. Bludgeoning
Socket Effect. While socketed, you gain the following benefits:
- You can cast the mold earth cantrip at will.
- You can cast "Mold Earth" as a bonus action on your turn.
- You can cast the Magic stone cantrip at will.
- You can concentrate on the gem power to gain resistance to bludgeoning damage.
- Gem Spells
1st-level. earth tremor
2nd-level. maximilian's earthen grasp
3rd-level. erupting earth
4th-level. stoneskin "Stone Shape"
5th-level. transmute rock "Wall of Stone"
Amethyst
Amethyst are the gems that represent the primordial air.
Damage Type (special). Wind* (Creatures resistant to lightning or thunder damage are also resistant to wind. Any creature resistant to both lightning and thunder damage is immune to wind. When you have resistance to wind, you become resistant to lightning and thunder, but vulnerable to fire and cold damage).
Socket Effect. While socketed, you gain the following benefits:
- You can cast the gust cantrip at will.
- You can cast the gust cantrip as a bonus action on your turn.
- You can concentrate on the gem, you take no falling damage, and you ignore difficult terrain when walking.
- Gem Spells
1st-level. fog cloud
2nd-level. gust of wind "dust Devil" "Warding Wind"
3rd-level. gaseous form "Fly" "Wind Wall
4th-level. freedom of movement
5th-level. control winds "STeel WInd Strike"
Sapphire
Sapphire are the gem that represent the primordial water.
Damage Type. Cold
Socket Effect. While socketed, you gain the following benefits:
- You can cast the shape water cantrip at will.
- You can cast the shape water cantrip as a bonus action on your turn.
- You can concentrate on the gem power to become able to breath underwater. You also become able to use your Intelligence modifier as a bonus to any ability check you make while underwater.
- Gem Spells
1st-level. create or destroy water
2nd-level. hold person "
3rd-level. tidal wave "Water Walk" "Wall of Water"
4th-level. watery sphere "Control Water"
5th-level. maelstrom
Ruby
Rubies are the gem that represent the primordial fire.
Damage Type. Fire
Socket Effect. While socketed, you gain the following benefits:
- You can cast the produce flames and "Control Flames" cantrips at will.
- You can cast the produce flames cantrip as a bonus action on your turn.
- You can concentrate on the gem power to gain resistance to fire damage.
- Gem Spells
1st-level. searing smite "Burning Hands"
2nd-level. flaming sphere "Flame Blade" "Scorching Ray" "Aganazzar's Scorcher"
3rd-level. fireball
4th-level. fire shield
5th-level. immolation "Flame Strike"
Topaz
The Topaz represent the power of thunder.
Damage Type. Thunder
Socket Effect. While socketed, you gain the following benefits:
- You can cast the booming blade cantrip at will.
- Whenever you cast booming blade, the target is deaf until the end of its next turn.
- You can concentrate on the gem power to gain resistance to thunder damage.
- Gem Spells
1st-level. thunderous smite "Thunderwave"
2nd-level. shatter
3rd-level. thunder step
4th-level. elemental bane (thunder only)
5th-level. commune with nature
Pearl
The Pearl is the gem related to the winter and cold.
Damage Type. Cold
Socket Effect. While socketed, you gain the following benefits:
- You can cast the Ray of Frost cantrip at will.
- Whenever you cast Ray of Frost, the next time you take fire or cold damage you can use your reaction to reduce the damage in 1d4.
- You can concentrate on the gem power to gain resistance to cold damage.
- Gem Spells
1st-level. ice knife
2nd-level. protection from poison Snilloc's Snowball Swarm"
3rd-level. sleet storm
4th-level. ice storm
5th-level. cone of cold"
Tourmaline
The tourmaline is able to hold the power of lighting and electricity.
Damage Type. Lightning
Socket Effect. While socketed, you gain the following benefits:
- You can cast the Shocking Grasp cantrip at will.
- You can cast Shocking Grasp as a bonus action on your turn.
- When you cast Shocking Grasp you may target someone within 30ft of you with a ranged spell attack instead of melee.
- You can concentrate on the gem power to gain resistance to lighting damage.
- Gem Spells
1st-level. witch bolt
2nd-level. levitation
3rd-level. lighting bolt "Call Lightning"
4th-level. storm sphere
5th-level. telekinesis
Sulfur
The sulfur gemstones are related to acidic properties and, sometimes, to the lower planes.
Damage Type. Acid
Socket Effect. While socketed, you gain the following benefits:
- You can cast the acid splash cantrip at will.
- Whenever you cast acid splash, the targets needs to make a Dexterity saving throw on the start of its next turn, or take additional 1d4 damage.
- You can concentrate on the gem power to gain resistance to acid damage.
- Gem Spells
1st-level. hellish rebuke
2nd-level. acidic arrow
3rd-level. summon lesser demons
4th-level. vitriolic sphere
5th-level. infernal calling
Cinnabar
Cinnabar stones represent the toxicity, being related to poisons and decay.
Damage Type. Poison
Socket Effect. While socketed, you gain the following benefits:
- You can cast the poison spray cantrip at will.
- Whenever you cast poison spray, you ignore resistance (but not immunity) to poison damage.
- You can concentrate on the gem power to gain resistance to poison damage and immunity to the poisoned condition.
- Gem Spells
1st-level. ray of sickness
2nd-level. protection from poison
3rd-level. stinking cloud
4th-level. sickening radiance
5th-level. cloudkill
Onyx
The onyx represents the death, the undead and the magic school of necromancy.
Damage Type. Necrotic
Socket Effect. While socketed, you gain the following benefits:
- You can cast the toll the dead cantrip at will.
- When a creature succeeds on the saving throw of your tool the dead spell, you can use your reaction to deal 1d4 necrotic damage to it.
- You can concentrate on the gem power to gain resistance to necrotic damage.
- Gem Spells
1st-level. cause fear "Arms of Hadar"
2nd-level. ray of enfeeblement
3rd-level. animate dead Vampiric Touch"
4th-level. blight
5th-level. negative energy flood "Enervation"
Opal
The opal represents magic itself, and have a deep connection to the weave.
Damage Type. Force
Socket Effect. While socketed, you gain the following benefits:
- You can cast the eldritch blast cantrip at will, without needing any components.
- When you cast the eldritch blast cantrip, you can add your intelligence to the damage.
- While focused on the amethyst, you can see magical auras, being under the effects of detect magic at all times.
- Gem Spells
1st-level. magic missile "Magnify Gravity"
2nd-level. spiritual weapon
3rd-level. dispel magic "Pulse Wave"
4th-level. otiluke's resilient sphere
5th-level. wall of force
Diamond
Diamonds represent the purity, the light and everything that is sacred and holy.
Damage Type. Radiant
Socket Effect. While socketed, you gain the following benefits:
- You can cast the word of radiance cantrip, at will.
- Whenever you cast word of radiance, you can choose for the effect to shoot from you in a beam to a single target making a ranged spell attack to deliver the spell effect.
- You can concentrate on the gem power to gain resistance to necrotic and radiant damage.
- Gem Spells
1st-level. healing word "Blinding Smite" "Guiding Bolt"
2nd-level. moonbeam
3rd-level. blinding smite "Daylight"
4th-level. aura of life
5th-level. holy weapon "Dawn" "Destructive Wave"
Hematite
The hematite represents war, the crafting and enchantment of weapons and armor, in particular the metal ones.
Damage Type. Slashing
Socket Effect. While socketed, you gain the following benefits:
- You can cast the blade ward ortrue strike cantrip (choose one) at will, without needing any components.
- When you cast the blade ward or true strike cantrip, you can make a single attack, using your bonus action.
- While concentrated on the hematite, you can choose to give a magical bonus to either a suit of armor you are wearing or a weapon you are wielding. The armor grants +1 to your AC. The weapon give you +1 to attacks and damage rolls.
- Gem Spells
1st-level. shield
2nd-level. magic weapon
3rd-level. elemental weapon
4th-level. fabricate
5th-level. conjure volley
Rose Quartz
The Rose Quartz is the gem of mind and control the power of the mind.
Damage Type. Psychic
Socket Effect. While socketed, you gain the following benefits:
- You can cast the message cantrip at will, without needing any components.
- When you cast the message cantrip, you can choose to send the message to a number of creatures up to your proficiency bonus, and the range is doubled.
- You can cast the "Mind Sliver" cantrip at will, as a bonus action on your turn.
- You can concentrate on the gem power to gain resistance to psychic damage.
- Gem Spells
1st-level. dissonant whispers "Charm Person"
2nd-level. mind spike "Suggestion" "Zone of Truth"
3rd-level. tongues
4th-level. staggering smite "Charm Monster" "Compulsion"
5th-level. synaptic static "Dominate Person" "Dominate Beast" "Geas"
Aquamarine
The aquamarine is the stone used for healers and shamans to mend wounds and cure the sick.
Damage Type (Special). Instead of dealing damage, when you use your Glowing Destruction with your Aquamarine gem attached, you can choose to activate this feature when you hit a target to restore a number of hit points equal to the number rolled on the die + your Intelligence modifier on a creature within 30 feet (including you).
Socket Effect. While socketed, you gain the following benefits:
- You can cast the spare the dying cantrip at will, without needing any components.
- When you cast the spare the dying cantrip, you can cause the target to spend 1 hit die and restore hit points equal to the number rolled on that die.
- You can concentrate on the gem power to grant advantage to yourself and all creatures within 10 feet resistance to Constitution saving throws.
- Gem Spells
1st-level. cure wounds
2nd-level. lesser restoration Prayer of HEaling"
3rd-level. aura of vitality "Life Transference"
4th-level. aura of life
5th-level. greater restoration "Mass Cure Wounds"
Jade
The jade is the gem that represents harmony and balance, and also it is very close related to the mystical energy of "Ki".
Damage Type. The same as the melee weapon attack used, but the damage is considered magical for the purposes of overcoming nonmagical resistances and immunities.
Socket Effect. While socketed, you gain the following benefits:
- You can cast the shillelagh cantrip at will, without needing any components.
- When you cast the shillelagh cantrip, you can choose to imbue your unarmed strikes with its power. In addition, when you cast this spell, it lasts for 10 minutes.
- You can concentrate on the gem power to lose the necessity to eat, breathe or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
- Gem Spells
1st-level. feather fall "Ceremony" "Sanctuary"
2nd-level. enhance ability "Darvision" "Enlarge/Reduce"
3rd-level. haste
4th-level. hold monster
5th-level. steel wind strike
Amber
The amber is a gem related to the nature, forests and wild places.
Damage Type (special). Instead of dealing damage, when you use your Glowing Destruction with your Amber gem attached, you can choose to activate this feature when you hit a target to gain a number of temporary hit points equal to the number rolled on the die + your Intelligence modifier.
Socket Effect. While socketed, you gain the following benefits:
- You can cast the thorn whip cantrip at will, without needing any components.
- When you cast the thorn whip cantrip, you can add your Intelligence modifier to the damage roll.
- While concentrating on the amber, your skin become hard as wood. If you aren't wearing armor, your AC equals 13 + your Intelligence modifier.
- Gem Spells
1st-level. snare "entangle"
2nd-level. spike growth "Barkskin"
3rd-level. speak with plants "Plant Growth"
4th-level. grasping vine "Guardian of Nature"
5th-level. wrath of nature
Gembone
The gembone is a gem related to wild beasts and animals, embodying the savagery of such creatures.
Damage Type. Piercing
Socket Effect. While socketed, you gain the following benefits:
- You can cast the primal savagery cantrip at will, without needing any components.
- When you cast the primal savagery cantrip, you can choose to deal piercing damage, instead of acid. When you do so, you can add your Intelligence modifier to the damage roll.
- While concentrating on the amber, you gain the instincts of beast. You have advantage on Survival and Animal Handling checks.
- Gem Spells
1st-level. animal friendship "Beast Bond"
2nd-level. beast sense "Summon Beast"
3rd-level. conjure animals
4th-level. polymorph "Dominate Beast"
5th-level. insect plague
Multiclassing
Prerequisites. To qualify for multiclassing into the gem knight class, you must meet these prerequisites: Strength 13, Intelligence 13
Proficiencies. When you multiclass into the gem knight class, you gain the following proficiencies: can wield martial weapons, proficiency with shields.
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