Gem Knight, Variant (5e Class)
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Gem Knight (Rework)[edit]
(This is a fan-made rework of the homebrew Gem Knight class that was originally created by DarpaLarpa. I loved the concept, but felt it needed some balancing and polish. Please check out the original version as well as this one!)
A stout dragonborn, clad in polished plate mail, struggles to fend off a tenacious ghoul. He brandishes his shield, and the diamond embedded in its reflective surface flares with radiant light, blinding the undead monster and sending it reeling.
A smug fire genasi regards the vast chasm between them and their foe. With a roll of their shoulders, the ruby mounted on the back of their cracked leather armor glimmers and a pair of fiery wings sprouts from it, carrying them across.
A gray-haired dwarf stands at the mouth of a shadowy cave, steeling herself against what lies within. Suddenly, a white dragon bursts forth and wreaths her in its icy breath. The moonstone set in her diadem glows, and the dragon is revealed to be nothing more than an illusion.
Gem knights are masters of the elements, able to exert control over their surroundings with aplomb. They enhance and augment their abilities by harnessing the primordial energy found in jewels and gemstones. Whether they are staunch protectors, adaptable rebels or mysterious sages, one would be lucky to have one as an ally.
- Crystal Carvers
Gem knights are practitioners of the ancient art of gem magic, first developed during the long forgotten wars between the Prime Material and the genies of the Elemental Planes. It was discovered that all mundane crystals of the world held raw elemental magic trapped within them, which could be unlocked by cutting them into gemstones and carefully carving them with primordial sigils.
Affixing these gemstones to weapons or armor allows a gem knight to augment their fighting prowess. They can protect themselves by encasing their bodies in a crystalline shell, channel elemental ardor into their weapons for more potent attacks, or generate an aura of destructive force.
- Delvers in the Dark
Gem knights are relatively rare, as their expertise was no longer needed once the wars ended. Only a handful of scattered factions still remain to keep the art of gem magic alive, each with their own opinions and interpretations of how it should be utilized.
Most often, gem knights are scholars as well as warriors, using their skills in combat to uncover more secrets of gem magic lost to time. Some are eager to share their findings with their colleagues and the rest of the world, while others will greedily hoard their newfound treasures like dragons.
Creating a Gem Knight[edit]
When creating a gem knight character, think about how they became involved in the art. Were they apprenticed to a more experienced practitioner, or did they stumble across a gemstone and found they had a knack for it? Do they get along well with others in their order, or are their methods seen as unorthodox?
How do they reckon with the ancient origins of the art? Do they believe that its creation was necessary for the good of the realm? Or do they resent its roots in warfare and bloodshed?
- Quick Build
You can make a gem knight quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength. Second, choose the Guild Artisan or Sage 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: 1d10 + 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, Intelligence
Skills: Choose two from Arcana, Athletics, History, Nature, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) chain mail (if proficient)
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) a simple weapon
- jeweler's tools
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Destructive Glow | Features | Gemstones Known | Gem Sockets | Gem Slots | Slot Level |
---|---|---|---|---|---|---|---|
1st | +2 | - | Gem Magic, Keen Jeweler, Knightly Order | 1 | 1 | 1 | 1st |
2nd | +2 | d6 | Fighting Style, Destructive Glow | 1 | 1 | 2 | 1st |
3rd | +2 | d6 | Crystal Shroud, Knightly Order Feature | 1 | 1 | 2 | 1st |
4th | +2 | d6 | Ability Score Improvement | 1 | 1 | 2 | 1st |
5th | +3 | d6 | Extra Attack, Quick Socket | 2 | 2 | 2 | 2nd |
6th | +3 | d8 | Ornamental Jewels | 2 | 2 | 2 | 2nd |
7th | +3 | d8 | Knightly Order Feature | 2 | 2 | 2 | 2nd |
8th | +3 | d8 | Ability Score Improvement | 2 | 2 | 2 | 2nd |
9th | +4 | d8 | - | 3 | 3 | 2 | 3rd |
10th | +4 | d8 | Destructive Aura | 3 | 3 | 2 | 3rd |
11th | +4 | d10 | Knightly Order Feature | 3 | 3 | 3 | 3rd |
12th | +4 | d10 | Ability Score Improvement | 3 | 3 | 3 | 3rd |
13th | +5 | d10 | - | 4 | 4 | 3 | 4th |
14th | +5 | d10 | Lucid Trance | 4 | 4 | 3 | 4th |
15th | +5 | d10 | Knightly Order Feature | 4 | 4 | 3 | 4th |
16th | +5 | d10 | Ability Score Improvement | 4 | 4 | 3 | 4th |
17th | +6 | d12 | - | 5 | 5 | 4 | 5th |
18th | +6 | d12 | Expert Jeweler | 5 | 5 | 4 | 5th |
19th | +6 | d12 | Ability Score Improvement | 5 | 5 | 4 | 5th |
20th | +6 | d12 | Knightly Order Feature | 5 | 5 | 4 | 5th |
Gem Magic[edit]
You have studied the art of subtly carving ancient symbols into precious gems, allowing you to tap into their latent primordial power. At 1st Level, you learn how to craft a magical Gemstone of your choice from the Gemstones list below. Each Gemstone grants you access to its own list of spells, as well as other unique features. You learn more as you gain gem knight levels, as shown in the Gemstones Known column of the Gem Knight table. You cannot learn the same Gemstone twice.
- Replacing a Gemstone
If one of your Gemstones is lost or destroyed, you may replace it by spending 2 hours and 50gp worth of materials for each spell level you can cast. For example, when you are 9th Level, you can cast gem knight spells at 3rd-level, so crafting a lost Gemstone would cost 12 hours and 300gp. If you replace a Gemstone in this way, the previous one is destroyed.
- Gem Sockets
In order to benefit from the spells and features of a Gemstone, it must be socketed to an item: a piece of armor (helmet, glove, chest piece, etc.), a shield, or a weapon that you own, via a Gem Socket. You can socket a Gemstone (or replace a socketed Gemstone with another Gemstone you know) over the course of a short or long rest. You can wield one Gem Socket at 1st Level, and you can wield more as you gain gem knight levels, as shown in the Gem Sockets column of the Gem Knight table. Each item can only support one Gem Socket at a time, and each Gem Socket only holds one Gemstone.
- Gem Trance
As a bonus action, you can focus on one of your socketed Gemstones and gain its Gem Trance benefit, which is detailed in that Gemstone’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different Gemstone. You can have only one Gem Trance active at a time, and using the Gem Trance of one Gemstone doesn’t limit your ability to cast spells from other Gemstones.
- Gem Slots
The Gem Knight table shows how many gem slots you have to cast your gem knight spells of 1st through 5th Level. The table also shows what the level of those slots is; all of your slots are the same level. To cast one of your gem knight spells of 1st level or higher, you must expend a gem slot. For example, when you are 5th level, you have two 2nd-level gem slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell. You regain all expended gem knight slots when you finish a short or long rest.
- Spent Gemstones
Each Gemstone has a specific spell list. When you cast a spell of 1st level or higher from a Gemstone, you cannot cast that spell again until you finish a long rest. When you have cast all spells of 1st level or higher from a Gemstone, it becomes a Spent Gemstone, and you cannot benefit from any of its features until you finish a long rest.
- Spellcasting Ability
Intelligence is your spellcasting ability for your gem knight spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a gem knight spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You may use a socketed Gemstone as a spellcasting focus for your gem knight spells.
Keen Jeweler[edit]
Starting at 1st level, you may spend one minute concentrating on a Spent Gemstone (as if concentrating on a spell) to replenish its magic. Doing so restores the Gemstone’s expended spells (but not your expended gem slots). You must finish a long rest before using this feature again.
In addition, thanks to your dedication to the study of Gem Magic, you learn to speak, read and write Primordial, and have advantage on all Intelligence and Wisdom checks related to inspecting or recalling information about gems.
Knightly Orders[edit]
At 1st Level, choose an Order from one of the three options: Order of the Adamant, Order of the Elemental, or Order of the Occult. Your choice grants you features when you choose it at 1st Level, and again at 3rd, 7th, 11th, 15th, and 20th level.
Fighting Style[edit]
At 2nd Level, you adopt a style of fighting as your speciality. 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.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- 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.
- Defence
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Destructive Glow[edit]
Beginning at 2nd Level, you can imbue your strikes with the magical energy stored in your Gemstones. Once on each of your turns, before making an attack roll with a weapon bearing a socketed Gemstone, you can choose to make it a Destructive Glow attack. If the attack hits, the target takes an additional 1d6 damage of the type associated with that weapon’s socketed Gemstone, as shown in the Gemstone’s description in the Gemstones list below. The damage die increases as you gain levels in this class, as shown in the Destructive Glow column of the Gem Knight table. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses of it after finishing a long rest.
In addition, you can instead choose to spend a gem slot to make a Destructive Glow attack, rolling one Destructive Glow die for each level of the gem slot spent.
Crystal Shroud[edit]
At 3rd Level, you can use your reaction to cover your body in shards of crystal, giving yourself resistance to bludgeoning, piercing and slashing damage until the start of your next turn. You may use this feature a number of times equal to your proficiency bonus before taking a long rest.
Ability Score Improvement[edit]
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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Quick Socket[edit]
You learn how to swap Gemstones during the rush of combat. Starting at 5th Level, you can use an action on your turn to replace one of your socketed Gemstones with another Gemstone you know. Once you have used this feature, you cannot use it again until you finish a long rest.
Ornamental Jewels[edit]
At 6th Level, you can further augment the capabilities of your gem-powered gear. You learn how to craft two Ornamental Jewels, which you can attach to items bearing one of your Gem Sockets over the course of a short or long rest. At the end of the process, you can grant one of the following benefits to an item:
- Armor / Shield
Marquis - You gain a +1 bonus to AC.
Trielle - You take 1d4 less damage of the type associated with that item’s socketed Gemstone.
- Weapon
Briolette - You gain a +1 bonus to attack and damage rolls with that weapon.
Rose - The weapon deals an additional 1d4 damage of the type associated with it's socketed Gemstone.
At 9th Level, you can craft one additional Ornamental Jewel, for a total of three. This number increases to four at 13th level, and to five at 17th Level. An item can have multiple Ornamental Jewels, but it cannot gain the same benefit twice.
Destructive Aura[edit]
When you reach 10th Level, you can channel the ruinous force of your Gemstones into your surroundings. As an action, you can choose one of your socketed Gemstones and activate its Destructive Aura. For the next minute, the Gemstone emits bright light in a sphere with a radius of 15ft, and dim light for an additional 15ft. Any creatures of your choice (up to a number equal to your Intelligence modifier) that start their turn within the bright light radius of the chosen Gemstone take damage equal to your Destructive Glow die. The damage type is the same as the type associated with the chosen Gemstone. You may dismiss your Destructive Aura as a bonus action. At the end of the duration, the chosen Gemstone becomes a Spent Gemstone.
Lucid Trance[edit]
Starting at 14th Level, you develop a profound connection with your Gemstones. Choose one of the Gemstones you know. While it is socketed, you permanently gain the benefits of its Gem Trance.
Expert Jeweler[edit]
Your very soul is suffused with primordial might. At 18th Level, instead of spending one minute of concentration to use the Keen Jeweler feature, you may use an action, and you can use it a number of times equal to your Intelligence modifier before taking a long rest.
Knightly Orders[edit]
Each gem knight must choose an order from one of the options listed below
Order of the Adamant[edit]
The Adamant gem knights are primarily focused on defense, standing as a bulwark between evil and the vulnerable. Their protective instincts are unparalleled, and this manifests in their ability to generate more powerful shields and unleash more devastating attacks.
- Martial Training
When you join this order at 1st Level, you learn how to craft one of the following Gemstones: Diamond, or Onyx. This does not count against the number of Gemstones you know. In addition, you gain proficiency with heavy armor and smith's tools.
- Glimmering Shroud
At 3rd Level, your protective instincts have been honed. Whenever you use your Crystal Shroud, you may choose to use it on yourself or an ally you can see within 30ft.
- Vengeful Glow
Beginning at 7th Level, when a creature hits you with a melee attack, you can use your reaction to force that creature to make a Wisdom saving throw against your spell save DC. On a failure, the creature takes damage equal to your Destructive Glow die and is blinded for a number of rounds equal to your Intelligence modifier. You may choose the damage type from those associated with your socketed Gemstones. You can use this feature a number of times equal to your proficiency bonus before taking a long rest.
- Amplified Strikes
At 11th Level, you can coat your weapons in crystallized energy. Whilst your Destructive Aura is active, the range of your Destructive Glow attacks is extended by 5ft.
- Brilliant Shroud
Starting a 15th Level, whenever you use your Crystal Shroud feature, the recipient also gains a number of temporary hit points equal to your gem knight level.
- Savage Glow
When you reach 20th Level, you can channel all of your power into one glorious attack. When you roll for the extra damage of a Destructive Glow attack made with a melee weapon, you can choose to roll a number of Destructive Glow dice equal to the number of gems you have socketed. You may use this feature once before taking a long rest.
Order of the Elemental[edit]
The Elementals are wildcards, prioritizing versatility and freedom. They can adapt to almost any situation they find themselves in, and with many methods of traversal at their disposal, they will happily leave you in the dust if you can’t keep to their pace.
- Primordial Adept
When you choose this order at 1st Level, you learn how to craft one of the following Gemstones: Emerald, Ruby, Sapphire or Topaz. This does not count against the number of Gemstones you know. In addition, you gain proficiency with the Acrobatics and Sleight of Hand skills.
- Innate Grace
At 3rd Level, the flow of your motions cannot be impeded. Whilst your Gem Trance is active, your speed is unaffected by difficult terrain, magical or otherwise. In addition, you can choose to gain either a burrowing speed, flying speed or swimming speed equal to your movement speed. This effect lasts until your Gem Trance ends.
- Protean Glow
Beginning at 7th Level, when you make a Destructive Glow attack, you may choose the damage type from those associated with any of your socketed Gemstones.
- Crystal Eruption
At 11th Level, you can fill the space around you with dangerous shards of crystal. The area of bright light within your Destructive Aura is considered difficult terrain.
- Superior Grace
Starting at 15th Level, you permanently gain the use of one of the special movement types from your Innate Grace feature. In addition, you no longer need to breathe.
- Volatile Glow
When you reach 20th Level, there is no defense from the ruinous power of your attacks. If a creature is resistant to the additional damage from your Destructive Glow attacks, you may ignore their resistance, and if they are immune, they take damage as if they are resistant.
Order of the Occult[edit]
The Occult order center themselves on mind and vision, stretching the boundaries of their perception. Their search for knowledge has led to the development of techniques for rooting out deceivers and charlatans, leaving the truth laid bare for all to see.
- Mystic Apprentice
When you choose this order at 1st Level, you learn how to craft one of the following Gemstones: Amethyst, Moonstone, Opal or Quartz. This does not count against the number of Gemstones you know. In addition, you gain proficiency in the Investigation skill and you learn the prestidigitation cantrip.
- Arcane Sight
At 3rd Level, your eyes take on an otherworldly sheen. Whilst your Gem Trance is active, you gain darkvision out to a range of 60ft (if you already have darkvision, its range is increased by 60ft), and you can cast detect magic at will, without expending a gem slot or material components.
- Enlightening Glow
Beginning at 7th Level, you may use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls made with weapons that have socketed Gemstones. In addition, you may add your Intelligence modifier to your Destructive Glow damage rolls.
- Dazzling Mist
At 11th Level, you can cloak yourself in a mysterious mist, distracting your opponents. All creatures within the bright light radius of your Destructive Aura have disadvantage on all saving throws made against your spells.
- Delphic Sight
Starting at 15th Level, whilst your Gem Trance is active, you gain truesight out to a range of 60ft.
- Scintillating Glow
When you reach 20th Level, no creature is safe from your devastating power. When you hit a creature with a Destructive Glow attack, other creatures of your choice that you can see within 60ft of the target (up to a number equal to your Intelligence modifier) also take damage equal to your Destructive Glow die. You may use this feature once before taking a short rest.
Gemstones List[edit]
- Amethyst
This Gemstone is associated with magic. When focused on your Gem Trance, you gain resistance to force damage.
Spells
Cantrips: eldritch blast
1st Level: magic missile
2nd Level: misty step
3rd Level: counterspell
4th Level: otiluke’s resilient sphere
5th Level: bigby’s hand
- Diamond
This Gemstone is associated with light. When focused on your Gem Trance, you gain resistance to radiant damage.
Spells
Cantrips: sacred flame
1st Level: cure wounds
2nd Level: moonbeam
3rd Level: beacon of hope
4th Level: death ward
5th Level: dawn
- Emerald
This Gemstone is associated with earth. When focused on your Gem Trance, you gain resistance to poison damage.
Spells
Cantrips: poison spray
1st Level: ray of sickness
2nd Level: barkskin
3rd Level: meld into stone
4th Level: stone shape
5th Level: cloudkill
- Moonstone
This Gemstone is associated with ice. When focused on your Gem Trance, you gain resistance to cold damage.
Spells
Cantrips: ray of frost
1st Level: ice knife
2nd Level: hold person
3rd Level: sleet storm
4th Level: ice storm
5th Level: cone of cold
- Onyx
This Gemstone is associated with darkness. When focused on your Gem Trance, you gain resistance to necrotic damage.
Spells
Cantrips: toll the dead
1st Level: inflict wounds
2nd Level: ray of enfeeblement
3rd Level: bestow curse
4th Level: shadow of moil
5th Level: enervation
- Opal
This Gemstone is associated with lightning. When focused on your Gem Trance, you gain resistance to lightning damage.
Spells
Cantrips: lightning lure
1st Level: witch bolt
2nd Level: earthbind
3rd Level: slow
4th Level: storm sphere
5th Level: telekinesis
- Quartz
This Gemstone is associated with minds. When focused on your Gem Trance, you gain resistance to psychic damage.
Spells
Cantrips: mind sliver
1st Level: charm person
2nd Level: crown of madness
3rd Level: fear
4th Level: phantasmal killer
5th Level: synaptic static
- Ruby
This Gemstone is associated with fire. When focused on your Gem Trance, you gain resistance to fire damage.
Spells
Cantrips: fire bolt
1st Level: hellish rebuke
2nd Level: blur
3rd Level: haste
4th Level: wall of fire
5th Level: immolation
- Sapphire
This Gemstone is associated with water. When focused on your Gem Trance, you gain resistance to acid damage.
Spells
Cantrips: acid splash
1st Level: tasha’s caustic brew
2nd Level: mirror image
3rd Level: wall of water
4th Level: control water
5th Level: maelstrom
- Topaz
This Gemstone is associated with air. When focused on your Gem Trance, you gain resistance to thunder damage.
Spells
Cantrips: thunderclap
1st Level: thunderwave
2nd Level: warding wind
3rd Level: gaseous form
4th Level: freedom of movement
5th Level: steel wind strike
Multiclassing[edit]
The prerequisite for multiclassing into gem knight is 13 Intelligence. You gain proficiency in light and medium armor, shields, simple and martial weapons, and Jeweler’s Tools.
If you have both the Spellcasting class feature and the Gem Magic class feature from the gem knight class, you can use the spell slots you gain from the Gem Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast gem knight spells you know.
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