Gem Wielder (5e Class)
From D&D Wiki
- 1 Gem Wielder
- 1.1 Strange Weapon Masters
- 1.2 Creating a Gem Wielder
- 1.3 Class Features
- 1.4 Ruby Connection
- 1.5 Sapphire Connection
- 1.6 Emerald Connection
- 1.7 Multiclassing
Strange Weapon Masters
Gem Wielders, while not much is known about them to the general public, are known for one thing: their weapon. Each one carries a weapon made out of a magical gemstone. Many rumors in societies that have seen a Gem Wielder float around about the gemstone weapon. It is a blessing from a strange god or goddess, they possess a magic that summons it out of thin air, it's an illusion placed over a weapon, and many more. The truth is, Gem Weapons are made with a rare and magical gemstone that is lightweight and posses magical properties, tougher than most materials but can be smithed like iron.
The Hidden Guild of Few Weapons
Gem Wielders are a mostly society of specialized warriors that appear in extraordinary times to bring peace or exterminate those who threaten peace. They are uncommon to find in a regular society and never stay in the same place for long unless hired to do so. Most people think of them as mystical bounty hunters because of this, but there is always a secondary purpose with Gem Wielders. They tend to take missions that go along with their own mission and never go back to get their reward unless the job required the return of an item.
A Gem Wielder has few weapons compared to most other soldiers, a show/spare weapon and their end-all weapon. Unless in a situation of emergency or a mission limited by time, Gem Wielders will use their spare weapon. They do this to, in a sense, appear professional as their society treats a Gem Weapon as a very personal Item.
United Mercenaries of the Underground
Gem Wielders, while protectors of society, are only so in times of extreme need. Otherwise they are mercenaries and only loyal to the original payer. Even if another tried to bribe them with even more, they only fulfill their first duty and mission. If you happen to find one and need a difficult job done, they are worth the price as they get it done in ways more efficient and stranger than imagined. They are rare in any desert and tenfold rarer in any environment after that, save for those of the Emerald gems who dwell in forests with giant trees and dangerous mountains.
Their homes are always hidden from the rest of the world, and any who try to find it either end up lost, are turned away if they get close, or killed for crossing into their territory.
The Weapon of Treasure
Gem Wielder society has a sacred tradition that happens in each individual’s life. Either it is for showing that the individual has come of age or it is the one limitation for lucky outsiders to join their society: forging their one and only Gem Weapon. They provide the tools, but you must find the strange and magical gemstone used in their weapons and forge it into a special weapon. This process can take months as this specific gemstone is volatile. But once forged, you are respected by many of the society.
Each of the discovered magical gemstone has its own faction and culture in the society. There is the Garnet connected who are about expression and dramatic flair, wearing yukata and having a love for cherry blossoms. Then there is the Sapphire connected, where physical strength carries you far in the society and generally carry heavier weapons. Topaz connected tend to be tinkerers, needing to find new ways to improve every little thing and are the only Gem Wielders able to craft ranged Gem Weapons. Not to mention the Amethyst connected, who have a tendency to speak in riddles due to their various studies and research into the unknown and aid the Topaz connected in inventing.
Creating a Gem Wielder
When making a Gem Wielder, think about how you came into the society. Were you born in the deserts or forests that they reside in, or were you a lost and abandoned soul that was given a chance for greatness? Were you born in the era where Gem Wielders sieged war on each other or were you born during the time were peace was negotiated? Why did you start traveling? Maybe you on a quest to find Excalibur to help your faction win the war or to bring pride to your nation. Or maybe there is a threat to the world that you sent to aid in destroying.
- Quick Build
As a Gem Wielder you gain the following class features.
- Hit Points
Armor: Light and potentially more, depending on your Gem Connection feature
Weapons: All melee weapons
Tools: Jeweler’s Kit and Smith’s Tools
Saving Throws: Constitution and one more based on your Gem Connection feature
Skills: Perception and two more based on your Gem Connection feature
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial weapon or (b) a simple weapon with a shield or (c) For a Topaz Connection- (a) a martial ranged weapon or (b) 2 simple ranged weapons
- (a) studded leather armor or (b) chain shirt or (c) scale mail or (d) chain mail (you may only choose armor that you are proficient with)
- (a) a dagger or (b) a spear or (c) For a Topaz Connection- (a) a hand crossbow or (b) a dagger
- An explorer's pack, Smith’s tools, and a Jeweler’s kit
- If you are using starting wealth, you have 2d4x10 in funds.
|1st||+2||1d4||Gem Connection, Gem Weapon|
|4th||+2||1d6||Ability Score Improvement|
|6th||+3||1d8||Gem Connection Feature|
|8th||+3||2d4||Ability Score Improvement|
|9th||+4||2d4||Gem Connection Feature|
|10th||+4||1d10||Gem Weapon Enhancement|
|12th||+4||1d12||Ability Score Improvement|
|14th||+5||2d6||Gem Weapon Enhancement|
|15th||+5||2d6||Gem Connection Feature|
|16th||+5||2d8||Ability Score Improvement|
|17th||+6||2d8||Elemental Technique Improvement|
|18th||+6||2d8||Gem Weapon Enhancement|
|19th||+6||1d20||Ability Score Improvement|
|20th||+6||1d20||Gem Connection Feature|
A Gem Wielder does not attack with ordinary weapons, but rather weapons where the damaging area is made of a gemstone. The weapon of each Gem Wielder is forged to match their culture or persona, as they only get one Gem Weapon in their life.
At 1st level, you chose a connection. Choose between Ruby Connection, Sapphire Connection, Emerald Connection, Diamond Connection, Gold Connection, Amethyst Connection, Onyx Connection, Topaz Connection, and Garnet Connection, all detailed at the end of the class description. Your choice grants you features at 1st, and again at 6th, 9th, 15th, and 20th levels.
Choose one of the Gem Connections. There are 9 types of connections: They are listed at the end of the class details page, each influencing the skills and abilities of your Gem Wielder by granting you features 1st and at later levels. You do not need to have your Gem Weapon on you to use any of the abilities unless the ability specifies otherwise.
Gem Wielders, above all else, are known for their weapon made of a gemstone. Rumors fly around that all Gem Wielders have unusual strength or enchant themselves to carry the weapon. In reality, the weapon made of gemstone is made lighter through a special forging process while maintaining the same purity of the material.
Choose one of your weapons or a shield that you carry. All material besides the grip is made of the gemstone you choose from your Gem Connection. It weighs just as much as the regular version of that weapon and deals the same amount of damage and has the same properties. The Gem Weapon cannot be ammunition nor a ranged weapon unless you are of the Topaz connection, in which it can only be a ranged weapon and not a melee weapon nor ammunition. A throwable weapon does not count as a ranged weapon for a Topaz weapon.
You can sense the direction of the weapon if it is ever separated from you and it can’t enter another plane of existence unless you are with it. It is considered a magical weapon. When your Gem Weapon somehow is within an Antimagic Field spell, it is shoved outside the radius of the spell and can’t enter the field but does not lose its magical properties for the brief moment it is within the field. This weapon can’t be broken by any non-magical means. Any magic that tries to break it that is considered 7th level or lower automatically fails. Any magic that is considered above that and isn’t a wish spell that intends to break the weapon must succeed on a DC 28 Arcana check to bypass the magic and a DC 27 Strength check to damage it. Anything below a 24 fails completely, 25 leaves the blades permanently scratched, 26 leaves a few cracks but leaves the weapon usable, and a 27 or more shatters the weapon completely.
When a Gem Weapon shatters, every creature within 25 feet takes 4d20 magical piercing damage as the shattered pieces fling everywhere. Ignore resistance and immunities for this damage. When this happens, you lose the ability to use any Gem Wielder Features that require the Gem Weapon. You must be attuned to this weapon and are immune to any effects that force to unattuned from a weapon.
As mentioned earlier, your home is within the deserts. You thrive in this environment and this environment works for you. You gain the following benefits at 2nd level:
- You have advantage on Perception checks in the desert as long as you are not suffering any levels of exhaustion or are not under the effect of an enchantment spell.
- You may kick up or fling sand at a target’s eyes who is within 5 feet as a bonus action, using Strength or Dexterity for this attack roll that you are proficient with. The target is blinded upon failing a DC 13 Constitution saving throw. To remove this affect, the target must use its action to repeat the saving throw.
- You are somewhat resistant to the heat and it takes two days longer for you to dehydrate in the desert.
To survive in combat and in other areas where hands are needed, you have become ambidextrous. Starting at 3rd level, using your offhand for anything is the same as using your main hand and when dual-wielding you also may add your ability modifier to damage rolls for your second attack.
Ability Score Improvement
At 4th level, you may improve two of your ability scores by one or one ability score by two. You get this option again at 8th, 12th, 16th, and 19th level.
You have become more calculating when attack, being able to slip in more hits with ease. Whenever you take the attack action, you may roll for two attacks.
The bond between you and your gem has strengthened, allowing you to touch deep in its magic reserves. Starting at 7th level and as many times as your Constitution modifier per long rest, you use a special weapon technique to summon an element to coat your weapon or, if you are of the Topaz Connection, able to recite the ancient language of the Gem Knights to imbue your weapon to launch special energy.
This effect can be activated as a bonus action and lasts for a minute. At the end of the last turn, the element sinks back into the gem and you lose your bonus action for the following round.
The Elemental Technique damage adds a Gem Die to the overall damage. You may only have one Elemental Technique as of 6th level and may choose a second technique at 17th level. When you choose your second Elemental Technique, you may use each to a combined total of your Constitution modifier and your proficiency bonus. The techniques are as follows:
Artic Technique / Blizzard Shot
The gemstone coats itself with frost similar to an ancient white dragon. Your Gem Die for this technique is cold damage.
Ash Technique / Searing Shot
The gemstone swells with heat and erupts in flames similar to that of an ancient red dragon. Your Gem Die for this technique is fire damage.
Celestial Technque / Angelic Shot
The gemstone glows bright with the energy of the Celestials. Your Gem Die for this technique is radiant damage.
Cobra Technique / Cobra Shot
The gemstone secretes a concoction that is more dangerous that of a cobra. Your Gem Die for this technique is poison damage.
Storm Technique / Bolt Shot
The gemstone sparks with electricity that coats the gemstone similar to that of a lightning strike. Your Gem Die for this technique is lightning damage.
Hurricane Technique / Hurricane Shot
The gemstone expels wind from inside to swirl around it. Your Gem Die for this technique is force damage.
Sulfur Technique / Sulfur Shot
The gemstone begins to steam with a melting liquid. Your Gem Die for this technique is acid damage.
Zombie Technique / Vampiric Shot
The gemstone summons cold, undead energy not unlike that of Atropus. Your Gem Die for this technique is necrotic damage.
You regain all expended uses after each long rest. Elemental Techniques don’t double damage on critical hits.
Gem Weapon Enhancement
You have discovered how to enchant your weapon even further. Starting at 10th level and for only one long rest to gain the permanent effects, you forge more magic into your Gem Weapon to gain one of the following improvements to your Gem Weapon:
- Arcane Gem – As an action, your Gem Weapon flies back into your hand if it is withing a mile of you. When doing this, it takes the shortest route to your hand that you are using to summon it and does so at a flying speed of 60 feet. If it isn't, a pillar of light matching the gemstone color shines into the sky until you hold it again, this light not being blocked by structures.
- Banshee Slayer [Prerequisite- 14th level Gem Wielder] – Choose once damage type. Whenever you attack a creature with that damage type, you ignore all resistances and immunities that creature has to that damage type. You may use an enhancement slot at 18th level to ignore all resistances a creature has in addition to ignoring the chosen damage immunity.
- Blind Weapon Sees All [Prerequisite- 14th level] – While holding your Gem Weapon, you have a blindsight of 70 feet.
- Defender – A +1 bonus to AC when the Gem Weapon is being held. You may improve this at 14th level with an enhancement slot to increase the bonus to a +3.
- Elemental Craft [Prerequisite- 18th level Gem Wielder] – Your Elemental Technique damage increase by 1d6. This damage die doubles on a critical hit.
- Kill-Monger [Prerequisite- Gem Weapon with the heavy property, 14th Level Gem Wielder] – You roll an additional die for damage that is of the same die size equal to the original. This die’s damage also doubles on a critical hit.
- Legends Never Die [Prerequisite- 18th level Gem Wielder] – When you are damaged by an melee weapon attack that would reduce your hit points to 35 or lower, you may use your reaction to grant yourself an immunity to that damage and make an attack roll against what attacked you, adding your Gem Die to your attack roll. You may do this once per long rest.
- Limit Breaker [Prerequisite- 14th level Gem Wielder] – Choose one of your Gem Wielder features that has a usage limit. The limit for that feature is doubled.
- Invulnerable – Choose a damage type. You have resistance to that damage type while holding your Gem Weapon. You may use an enhancement slot at 14th level to have an immunity to that damage type.
- Mass Trickster [Prerequisite- Melee Gem Weapon without the light, heavy, or two-handed properties]– You can your Gem Weapon for dual-wielding as long as your other weapon has the light feature.
- 'Mighty Caster [Prerequisite- 18th level Amethyst Gem Wielder] – You gain one 8th level spell slot. Once spent, you regain the spell slot after 1 week.
- Paralysis Master [Prerequisite- a Gem Weapon that does piercing and slashing damage, 14th level Gem Wielder] – When you roll a 20 on an attack roll, you may use your bonus action to have the target become paralyzed for 12 seconds. The target recovers from the paralysis afterwards. You may do this once per long rest.
- Preserved – If you die, your Gem Weapon doesn’t explode. Another creature friendly to you can attune to your Gem Weapon and gain the first level features of your Gem Connection. If your Gem Weapon has any other Gem Weapon Enhancements forged into it, it maintains the enhancements. However, when the newly attuned creature dies, the Gem Weapon explodes.
- Sentient Gem [Prerequisite-18th level Gem Wielder] – Your Gem Weapon gains a blindsight of 10 feet. As a reaction to being targeted by an attack from behind you, your Gem Weapon can fly out and block any melee, ranged, or single-target damaging spell attack. The attack is immediately stopped, and the Gem Weapon returns to your hand on the beginning of your next turn.
- Silent Speech – When holding your Gem Weapon, you gain a telepathy range of 30 feet. If you already have a telepathic ability, the range increases by 20 feet. You may take this enhancement multiple times.
- Stunning Blow [Prerequisite- a Gem Weapon that does bludgeoning damage, 14th level Gem Wielder] – When you roll a 20 on an attack roll, you may use your bonus action to have the target become stunned for 12 seconds. The target recovers from the stun afterwards. You may do this once per long rest.
- Twin Gem – You forge a piece of another magical gemstone into your gem weapon. Choose another Gem Connection. You gain the first level subclass features of that Gem Connection. This must be done using both smith’s tools and a jeweler’s kit.
- Vibra-Wave - You learn how to contain metaphysical energy in your weapon, making it lightly vibrate with kinetic energy. You add 1d4 of force damage to add to your attacks, and as an action you can cast thunderwave by hitting the weapon against a hard surface.
You must use your smith’s tools to forge these attachments into your Gem Weapon. You gain an additional enhancement at 14th and 18th level. You can only choose each enhancement once unless the enhancement says otherwise.
A Gem Wielder’s heartiness provides not endurance alone but strength in battle. Starting at 13th level, you may use your Constitution modifier instead of Strength or Dexterity for attack and damage rolls.
The Ruby Connection affects your class in the following ways:
Hit Points: 1d6 per Gem Wielder level.
Hit Points at 1st level: 6+ your Constitution modifier
Hit points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Gem Wielder level after 1st
Armor: no additional armor
Saving Throws: Strength
Connection of the Swift
A Ruby Connection graces you with speed that is unnatural compared to the rest of your race. When you choose the Ruby Connection, your speed increases by 5 feet.
Your connection to your Gem allows you to swiftly push your enemies away. When you move 15 feet in a straight line and attack a target, you may add a Gem Die of force damage to your attack and push the target back 5 feet if they fail a Strength saving throw (The DC is 8 + your Constitution mod + your Strength mod). This distance increase to 10 feet at 9th level.
The orange gemstone has slowly increased your body’s oxygen delivery, allowing you to achieve greater feats. Starting at 6th level, your speed is now increased by 10 feet instead of 5 feet.
Additionally, you may use the magic from your blade to increase your adrenaline and push you beyond your limits. Once per long rest, you may take an take an additional action and bonus action in battle. You may also move up to your full movement again in battle. However, the additional bonus action for that turn is rolled at disadvantage if there is a roll required.
As your soul becomes increasingly intertwined with your weapon of ruby, you become even swifter. Starting at 9th level and whenever you take the attack action, you roll for another attack using your Gem Weapon. On a hit, you deal a Gem Die of force damage and push your target back 5 feet on a failed DC 16 Strength saving throw. This feature doesn’t count as an Extra Attack feature.
At 15th level, your legs can achieve some of the greatest speeds achievable to mortals. You can take the dash action as a bonus action and all opportunity attacks made against you are at disadvantage.
At 20th level, your Gem Weapon allows you to become one of the fastest creatures in existence. You gain the following benefits:
- Your Strength score increases by 2, to a maximum of 22.
- Your speed increases by 25 feet instead of 10.
- You can make a third attack when you take the attack action.
- You can move up vertical surfaces when dashing, you can move 30 feet before it counts as difficult terrain.
- Melee attacks made against you that you can see are made at disadvantage.
The Sapphire connection is known for their brute strength capabilities. However, they do have some brainpower despite general stereotypes. The help design the layout of the Gem Capital and invented thermoflasks (though never showing the surface world of this creation and also gaining the jealousy of the Amethyst and Topaz factions for the creation). They are the prime sport entertainment for all the factions and devised the military training for all the factions based in the desert. In the one time the Gem Wielders got involved in a full-scale war, the Sapphires played a critical role in military strategy and also dominated the battlefield even against powerful spellcasters. They do have an appreciation for writing and desert-functional fashion, though they put their training first. Their leader named The Protein of Sapphires is held to a special set of rules and is determined through an arm-wrestling tournament.
Hit Points: 1d12 per Gem Wielder level.
Hit Points at 1st level: 12 + your Constitution modifier
Hit points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Gem Wielder level after 1st
Saving Throws: Strength
Connection of the Strong
When you strike your target, your power and deadly precision is fatal. When you score a critical hit on a target with your Gem Weapon, you may choose to roll a Gem Die of your weapon’s damage type to add to the overall damage dealt on that attack.
Being a Sapphire Connected gives you strength that is unnatural for others of your race. When you reach 6th level, you gain the ability to dual wield two weapons if neither have the Two-Handed feature nor Reach feature. If you are also a creature of Tiny or Small size, you are no longer affected by the Heavy weapon feature.
At 9th level, you can dual wield two weapons as long as neither have the Reach feature.
You are the one of the mightiest mortal creatures. Starting at 9th level when you must make a Strength check or a Strength saving throw against something you can see, you may use your reaction to make yourself sturdy and give yourself advantage on that Strength check or saving throw.
You can this once per short or long rest and you don’t need to have your Gem Weapon on you to use this feature. At 9th level, you can do this a number of times equal to your Constitution Modifier.
Sapphire represents power, and you are the definition of strength. Put both together and there is a mighty sight that even the most raged of barbarians fear. Starting at 15th level, whenever you roll for an attack roll and get a critical, you may add your Gem Die of your weapons damage type to the damage roll.
Also starting at 15th level, you may use your bonus action to summon energy from your weapon and roll up to half of your remaining Hit Dice to heal yourself by the amount rolled. You can only do this once per short rest and must have your Gem Weapon on you to use this feature.
Your might is almost unmatched, even by the ancient Gem Wielders. Upon reaching 20th level, you gain the following:
- Your Strength Score increases by 2, to a maximum of 20.
- When dual-wielding weapons that have the Heavy feature, you gain a bonus to your AC equal to your Strength modifier.
- When holding your Gem Weapon, you can’t have disadvantage on Strength checks and Strength saving throws.
- You add your Strength modifier a second time to damage rolls.
Those of the Emerald connection are the most distant faction of Gem Wielders. Their ability of immense jumps can be suited for the semi-tight underground tunnels, but it usually leaves them craving for more freedom. They are the only faction to barely inhabit the underground Emerald Tunnels and the Gem Capital itself, they have multiple bases hidden on the surface in forests that are hidden as well as the Capital itself. Somehow, the faction tends to host the most empathetic souls and have been the most common therapists for the rejects of the surface societies being accepted into the Gem Society. Their leader is chosen through eliminating all but 6 Emperor Emerald candidates though many tests of physical and mental tests who then give a public speech followed by an election where the rest of the faction elects one of the 6 who they think would lead best. This faction, since they are in the outside world most often and are the most commonly found doing outside jobs, bring many surface-culture goods to trade with the other factions. Their culture is a mix of many, but wit is highly valued among the faction.
Hit Points: 1d8 per Gem Wielder level.
Hit Points at 1st level: 8 + your Constitution modifier
Hit points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gem Wielder level after 1st
Armor: no additional armor
Saving Throws: Dexterity
Connection of the Airborne
An Emerald Connected, your ability for jumping is unmatched by others of your race. When you choose the Emerald Connection, you do not need to have moved at all to perform the Long Jump or High Jump action. When you do move at least 10 feet immediately before performing either Jump action, your overall jumping height for the High Jump and distance for the Long Jump are tripled. You use your Dexterity modifier instead of Strength.
As a native to the forests, you are one of the most adapted for traveling them as well as using the terrain to your advantage. You gain the following benefits:
• When traveling through a forest, you may add your Gem Die to Perception checks if you aren’t suffering a level of Exhaustion or under the effects of an enchantment spell.
• You are have expertise in the Acrobatics skill if you don’t already have expertise in it.
• Outside of combat, your travelling speed through a forest is doubled as you do small leaps off the terrain and create small gusts of wind to aid your movement.
• When moving through a forested terrain or any other area with plenty of tall obstacles that are at most 20 feet apart, you can make an Acrobatics check to leap from and to these obstacles for an hour of fast traveling. You make do this check at disadvantage to gain a passive leaping stealth equal to your AC.
• When you jump, the amount of movement you spend jumping isn’t limited by your speed.
Starting at 6th level, you are able to summon the winds to propel you into the air. As long as you aren’t wearing medium or heavy armor, you may use your Action to jump up to of your movement speed + 5 feet into the air. You may also use your bonus action have wind flare from your Gem Weapon as you swipe in a direction, sending you up to half of your movement speed + 5 feet in the opposite direction.
You may keep aloft by spend a bonus action to keep in the air but must move at least 10 feet to maintain the same height above ground. You may also use an Action to do so without provoking an attack of opportunity, but previously stated requirements still apply here. You may perform a total number of turns using these actions equal to your Constitution Modifier (minimum of 1 turn). Each turn above your limit you perform these actions, you gain a point of exhaustion.
You must have your Gem Weapon on you to use this feature.
Due to your jumping abilities, you may have had a few . . . unfortunate moments of falling. At 9th Level, your green gemstone weapon increases how much of a beating you can take from falling. You take no falling damage when falling from a place as high as 65 feet and you land on your feet. Additionally, you have resistance to falling damage when falling as high as 110 feet.
Your jumping ability has quite the potential, thanks to the gemstone color of your weapon. At 15th level, when you see an enemy uses a spell on you that requires an attack roll or loses an arrow on you, you may roll a Dexterity Saving Throw against the enemy’s spellsave DC/enemy’s attack roll to avoid the attack. On a success, you jump 10 feet into the air and avoid the attack entirely (unless there is a certain area of effect feature to the attack, then rules still apply). On a failure, you are hit but still jump up 5 feet.
You can’t do this if you are wearing heavy armor and you must have your Gem Weapon on you to use this feature.
You have become attuned to your Emerald Gem Weapon unlike most others in your connection’s history. You gain the following benefits:
- Your Dexterity score increases by 2, to a maximum of 22.
- While in the air from jumping, your AC increases by 2.
- Your unarmed strikes made with your legs do 1d4 + your Dexterity modifier of damage.
- Your Aerial Assault doubles in the number of times you may use it.
- You now take no damage when falling from as high as 90 feet and have resistance to bludgeoning damage when falling from as high as 190 feet.
- When falling from a spot that is at least 30 feet high, you may move an additional 10 feet in a horizontal direction to attack a target. This attack counts as a critical hit on both a 19 and a 20, and does a Gem Die + 1d4 for every 10 feet you fall.
When multiclassing from or into Gem Wielder, you must have a Constitution score of at least 13. When you multiclass into Gem Wielder, you gain the following proficiencies:
Skills: One skill from your Gem Connection of your choice
Proficiencies. When you multiclass into the gem wielder class, you gain the following proficiencies: Jeweler's Tools, Smith's Tools, and the weapon you forge to be your Gem Weapon, if you aren't already proficient in it.