Gem Knight (5e Class)
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Gem Knight
Since ancient times, sages and mystics have discovered the power of gemstones, using them for protection and magic, converting those stones in magical focus. These stones, when magically prepared, are able to channel and store the weave, allowing its users to manifest arcane powers.
Some, however, instead of merely using the protection and curative powers of gems, weaponize them, developing a style of combat centered enhancing their weapons, armors and bodies with that power. Those are the Gem Knights, jewelers and warriors, carving gemstones and attaching them onto their swords, unleashing arcane devastation and elemental power in combat.
Creating a Gem Knight
When creating your Gem Knight, consider how did you learned about the power of the gems and become a mystical jeweler. Have you learned this practice by yourself? Have you been trained by a old master? Maybe you are part of an ancient order or Gem Knights? Or maybe you have some deep connection with gemstones trough your racial heritage, and gem casting is a family or clan tradition.
Why have you decided to become a gem knight? Was you always fascinated by the arcane, looking for the secrets of magic in any place you can find. Or you could perhaps be a warrior, seeking for magical aid to enhance your natural martial prowess. Or maybe is the beauty of the gems that have attracted you in the first place.
- 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 Sage or the Guild Artisan background.
Class Features
As a Gem Knight you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Gem Knight level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + 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.
- 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 | Gems Known | Sockets | Gem Slots | Slot Level | Glowing Destruction Damage |
---|---|---|---|---|---|---|---|
1st | +2 | Knightly Order, Gem Casting, Mystical Jeweler | 2 | 1 | — | — | 1d6 |
2nd | +2 | Fighting Style, Glowing Destruction | 2 | 1 | 2 | 1st | 1d6 |
3rd | +2 | Crystalline Body | 2 | 1 | 2 | 1st | 1d6 |
4th | +2 | Ability Score Improvement | 2 | 1 | 2 | 1st | 1d6 |
5th | +3 | Extra Attack, Combat Jeweler | 3 | 2 | 2 | 2nd | 1d6 |
6th | +3 | Ornamental Gems | 3 | 2 | 2 | 2nd | 1d8 |
7th | +3 | Knightly Order Feature | 3 | 2 | 2 | 2nd | 1d8 |
8th | +3 | Ability Score Improvement | 3 | 2 | 2 | 2nd | 1d8 |
9th | +4 | Crystaline Growth | 4 | 3 | 2 | 3rd | 1d8 |
10th | +4 | Crystal Blade Improvement | 4 | 3 | 2 | 3rd | 1d8 |
11th | +4 | Knightly Order Feature | 4 | 3 | 3 | 3rd | 1d10 |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3rd | 1d10 |
13th | +5 | — | 5 | 4 | 3 | 4th | 1d10 |
14th | +5 | Heightened Focus | 5 | 4 | 3 | 4th | 1d10 |
15th | +5 | Knightly Order Feature | 5 | 4 | 3 | 4th | 1d10 |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 4th | 1d10 |
17th | +6 | — | 6 | 5 | 4 | 5th | 1d12 |
18th | +6 | Crystal Blade, Knightly Order Feature | 6 | 5 | 4 | 5th | 1d12 |
19th | +6 | Ability Score Improvement | 6 | 5 | 4 | 5th | 1d12 |
20th | +6 | Gem Conglomerate | 6 | 5 | 4 | 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. 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 known 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.
- 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.
- Gem Slot
You can infuse a limited number of gems with magic. You can use a gem slot to cast a spell from that level. Each gem grants you a specific set of spells, and you can cast these spells by spending a gem slot.
Your gem slots have an specific level, which means that a spell cast trough that gem will always be cast at that specific level.
Once you spend a gem slot, it is unavailable to you until you finish a short or a long rest.
Each gemstone has a specific spell list. When you cast a spell from that stone, you can't cast that spell again until you finish a long rest. When you cast all leveled spells from a gemstone, you can't benefit from any features of that gem.
- 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, you can spend 1 minute concentrating on a gem to restore its magical properties. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
In addition, 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. Once in each of your turns, you can choose to deal extra damage equal to 1d6 to one creature you hit with a melee weapon attack. 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 proficiency bonus, and regain your uses after finishing a long rest.
You can also choose to use a gem slot to use your Glowing Destruction with a socketed gem, rolling one die plus one for each level of the spell slot spent.
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 your whole body into shards of crystals as an action. For a number of rounds equal to your proficiency bonus, you become resistant to slashing, piercing and bludgeoning damage.
At 9th level, the duration increases to 1 minute.
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.
Combat Jeweler
Starting at 5th level, you learn how to quickly exchange your gems during combat. As an action on your turn, you can replace a socketed gem by another one you know without spending a short rest to do so.
Once you do this, you can't do it again until you finish a long rest.
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:
- +1 to the Armor AC
- +1 to the Weapon attacks and damage rolls.
- 1d4 additional damage. The damage type must be the same related to one of the gemstones you know.
- 2 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.
- Choose one damage type from any gem you have socketed. For the duration, you deal 1d6 additional damage from the chosen type.
- Roll your Glowing Destruction die. You gain an amount of temporary hit points equal to 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 13th 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.
Knightly Order
A knightly order is the specialization chosen by the Gem Knight, that indicates how the knight uses its gem magic.
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 learn to craft one of the following 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.
- 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.
- Vengeful Glow
Beginning at 7th level, when you're hit by a melee attack, you can use your reaction to force the target to make a Dexterity saving throw. On a failed save, the target suffers damage equal to your Glowing Destruction die + your Intelligence modifier.
If your Crystalline Body is active, you deal 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 known, 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 Glimmering Armor 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 learn to craft one of the elemental gems. The elemental gems are the Emerald, the Ruby, the Topaz or the Pearl.
In addition, you learn how to speak, read and write in primordial, and you gain proficiency with the Acrobatics skill.
- Elemental Glide
Starting at 3rd level, you can take the Dash action as a bonus action. In addition, whenever you take the Dash action, you have an additional benefit, depending on the gem you are concentrated in, from the following options:
- Emerald. You gain burrow speed until the end of your turn.
- Ruby. You gain 30 feet of additional movement until the end of your turn.
- Pearl. You gain swimming speed until the end of your turn. Alternatively, you can run on water as if it were solid ground, until the end of your turn.
- Topaz. You gain flying speed until the end of your movement. You must end your movement on the ground, or you fall.
- 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 Topaz, 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 have on you:
- Emerald. Whenever you take the Dash action, you gain resistance to bludgeoning, piercing and slashing damage until the start of your next turn.
- 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.
- Pearl. 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 saving throw, or be knocked prone.
- Topaz. 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 back by a gust of wind.
- Elemental Shield
Starting at 15th level, whenever a creature within 30 feet of you take damage from acid, cold, fire, lightning or thunder, you can use your reaction to reduce that damage to half.
Once you use this feature, you can't use it again until you finish a long rest.
- 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: Topaz, 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 known: the Amethyst, the Ruby, the Opal, the Saphire or the Topaz.
In addition, you gain proficiency in the Arcana skill and with the Alchemist tools.
- Magical Assault
Starting at 7th level, when you use your action to cast a cantrip from a Socketed Gemstone, you can make one melee weapon attack as a bonus action.
- Battle Magic
At 11th level, you can add your Intelligence modifier to the damage rolls of your spells that deal damage from the type of the gem you are concentrating on.
- 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 known gem: the Onyx, the Sulfur and the Cinnabar.
In addition, you gain proficiency with the Thieve's Tools and in the Stealth skill.
- 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, 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 until the start of your next turn.
- Sulfur. The target must succeed on a Constitution saving throw against your spell save DC take 1 point of acid damage on the start of each of its turns. The creature can spend an action 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 until the start of your next turn.
- 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 known gem: the Quartz, the Jade, the Gembone, the Amber and the Aquamarine.
In addition, you gain proficiency with the Herbalist kit and in the Perception skill.
- 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.
In addition, you can spend two uses of your glowing destruction feature to cast Lesser Restoration, without spending a spell slot.
- 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. 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
- Quartz. mental prison
- Aquamarine. 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.
Gemstones
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 the mold earth cantrip as a bonus action on your turn.
- 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
5th-level. transmute rock
Sodalite
Sodalites 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
3rd-level. gaseous form
4th-level. freedom of movement
5th-level. control winds
Pearl
Pearls 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
4th-level. watery sphere
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 cantrip 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
2nd-level. flaming sphere
3rd-level. fireball
4th-level. fire shield
5th-level. immolation
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
2nd-level. shatter
3rd-level. thunder step
4th-level. elemental bane (thunder only)
5th-level. commune with nature
Sapphire
The sapphire 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 frostbite cantrip at will.
- Whenever you cast frostbite, 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
3rd-level. sleet storm
4th-level. ice storm
5th-level. cone of cold
Opal
The opal 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 lighting lure cantrip at will.
- You can cast lightning lure on a metal surface or unheld object within range and choose to, instead of causing damage, move towards it (if the object is heavier than you) or pull the object (if it is free).
- 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
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
2nd-level. ray of enfeeblement
3rd-level. animate dead
4th-level. blight
5th-level. negative energy flood
Amethyst
The amethyst 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 choose to create a energy sword, allowing you to make a melee spell attack instead.
- 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
2nd-level. spiritual weapon
3rd-level. dispel magic
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 light cantrip, at will.
- Whenever you cast light, you can choose one undead in the area and force it to make a Charisma saving throw, or be frightened by you until the end of your next turn.
- You can concentrate on the gem power to gain resistance to necrotic and radiant damage.
- Gem Spells
1st-level. healing word
2nd-level. moonbeam
3rd-level. blinding smite
4th-level. aura of life
5th-level. holy weapon
Meteorite
The meteorite represents the metal, 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 meteorite, 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
Quartz
The 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 concentrate on the gem power to gain resistance to psychic damage.
- Gem Spells
1st-level. dissonant whispers
2nd-level. mind spike
3rd-level. tongues
4th-level. staggering smite
5th-level. synaptic static
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
3rd-level. aura of vitality
4th-level. aura of life
5th-level. greater restoration
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
2nd-level. enhance ability
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
2nd-level. spike growth
3rd-level. speak with plants
4th-level. grasping vine
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
2nd-level. beast sense
3rd-level. conjure animals
4th-level. polymorph
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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