Gems (5e Race)

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Gems[edit]

Gems are an extraterrestrial race of geologic, semi-holographic, magical beings.

Physical Description[edit]

GemasAugust2015.png

An example of the diversity of Gemkind.
Source

Gems are characterized by the gemstone embedded somewhere on their body, which functions as the core of their being. They may be injured or broken, but so long as the stone is unharmed they will be too. Besides this gemstone, they take on humanoid forms via the projection of hardened light produced from their gemstone. While this projection does have a "default" form that has a consistent physique and color pallet, certain Gems may consciously and temporarily alter this form.

Gems are inherently sexless but have appearances and pronouns consistent with humanoid females. Between Gem types, “default” forms vary widely in height, musculature, strength, and color. Gems are often defined by the type of gemstone they carry, though details such as cut and placement vary within and between Gem types.

History[edit]

Gems are not born, like most other races; instead, they are created in specialized mineral-rich areas called “Kindergartens.” Injectors insert a specialized paste into fertile ground—any soil or rock which has not been artificially sapped of lifeforce—which incubates for an unknown time before emerging as a fully-formed Gem. They do not grow or develop physically past this initial stage, and they know themselves and their society fluently enough to immediately integrate into it. The process of creating Gems from a Kindergarten saps organic life from the area around it, and as such can be devastating if set up near population centres or in large numbers.

Gems hail from a planet known only as "Homeworld," a highly urbanized world light-years from Earth. Led by the Diamond Authority, they have colonized dozens of planets and moons, terraforming all of them and using their resources for Gemkind. Gems from this first era of Gem history describe a time of plentiful resources and eternal expansion.

Several millennia before current times, Gemkind found Earth and began to colonize the planet, only to face a long, brutal rebellion of individualistic Gems. In the end, one of the Diamonds fell to the rebels, and Homeworld-aligned Gems retreated and attempted to scorch every Gem off the surface of the planet. Those that survived remained in isolation on Earth, and those that left faced low resources that have taken a toll on Gem quality in this second era of Gemkind. Much of the evidence of this war over Earth has been lost to the annals of history, worn over the millennia that have since passed, but there are still scars of the battles if one knows where to look.

Due to individual Gems’ longevity, Gem history is often be passed orally between individuals instead of passed through the written medium. However, some records and memoirs of major events affecting Gemkind have been found.

Society[edit]

There are two major sects of Gem society: Homeworld and the Crystal Gems.

Most Gems represent Homeworld society and serve the Great Diamond Authority. Here there is a rigid caste system, where Gems are born for specific roles and fulfill that role for the entirety of their lives. In Homeworld society, every Gem is a cog in the machine, one part of a massive system running efficiently to sustain Gemkind. Gems that are created with minor defects are given help to fill their roles; gems with major defects or that reject the caste system are shattered. To most, Earth is a lost cause, and as such few Homeworld Gems visit the world.

On Earth, the few rebels that survived the Gem War developed a small society known as the Crystal Gems. They are often the kinds of Gems that Homeworld’s caste system would exclude, and emphasize personal accomplishment and development. While they are as ageless as any Gem, they promote ideals of individual change and the protection of the lifeforms with much shorter lifespans than their own. Most Gems encountered are Crystal Gems.

Gems on Earth often prefer keeping to themselves, living in homes with handfuls of individuals. Their separation from most other races leads to anecdotal stories of sightings and actions, as varied and mysterious as the Gems themselves. Some believe they are humans that have rediscovered ancient magics binding them to stone; others say they are the cursed remnants of an ancient power that bled into the world from another plane; still, others seek Gems for the wealth owning a large jewel such as theirs promises. Few of this world know the history of Gemkind and Earth.

Gem Names[edit]

In Homeworld societies, Gems are known by their gem type, Kindergarten of origin (known as “Facet”), and Cut or Cabochon (Cut for gems with flat surfaces on the gemstone, and Cabochon for those with rounded surfaces).

Homeworld Names: Peridot Facet-2F5L Cut-5XG, Nephrite Facet-413 Cabochon-12

Crystal Gems, due to their smaller numbers, are known simply as their gem type. Should two Gems be of the same type, they are often given nicknames to distinguish between them.

Crystal Gem Names: Rose Quartz, "Leggy" Ruby, Blue Pearl, Volleyball (Pink Pearl)

Gem Traits[edit]

An intergalactic race of sentient gemstones.
Ability Score Increase. Gems vary widely in their innate capabilities. Your ability score changes vary by Gem type.
Age. Gems are typically several millennia old, though they may be only a few hundred years old when they explore the world.
Alignment. Gems may be of any alignment, though Homeworld Gems tend to be lawful.
Size. Gems come in a wide variety of builds. Your default height, weight, and size vary by Gem type.
Speed. Your base walking speed varies by Gem type.
Gem Physiology. Though you are a construct, you are a living creature. You are is immune to poison, diseases, and the effects of aging. You are do not need to eat, breathe, or sleep, though you may choose to ingest food and drink if you wish.
The Gemstone. A Gem's gemstone functions as the core of the Gem's being and the focus for their magical traits. Your gemstone is large enough to fill an average humanoid’s palm and protrudes from one specific section of your body, such as your shoulder or forehead. It is of middling-to-high quality, comparable to gems worth between 50 and 100gp, but it cannot be used as a spell component. Which gemstone you have is determined by your subrace.
Gem Withdraw. When your Hit Points reach 0 and you fall unconscious, you Withdraw. Rather than falling limp to the ground, your body retreats into the gemstone, in which you do not drop all your items onto the ground, instead, you and your items are put into a bubble, around 5 feet in area, Which last until either you stabilize, or you fail your save's and die. The bubble will use your AC and if hit, counts normally to the death save as a fail. You still make death saves and can be healed back to consciousness as normal. However, medical kits do not affect you, and you may be stabilized with a Arcana check, or the spell mending, with a DC 10. You reform from your gemstone a few minutes after you stabilize so long as you have room to do so. This can also be used outside of falling unconscious if the gem user wants to turn into it.
Antimagic Susceptibility. You are stunned while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster’s spell save DC or be stunned for 1 minute.
Gem Glow. Your gemstone can produce a dim light to illuminate dark places. As an action, your gemstone can shine a bright light in a 20-foot radius and dim light for another 20 feet.
Gem Weapon. All gems have a Gem Weapon stored within their gemstone that may be summoned in the same way that other races may draw regular weapons. A gem may choose any suitable common nonmagical weapon to be their starting Gem Weapon. The Gem Weapon can be replaced by any other suitable weapon during a Long Rest. When this is done, the Gem Weapon being replaced is destroyed and cannot be recovered. The new gem weapon will keep any properties it may have. Gem weapons that require attunement are automatically attuned to their owner and take up an attunement slot. All gem weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical damage. Ranged Gem weapons do not require ammunition to fire, and gem weapons that are no longer being held by their owner, such as ones that have been dropped or thrown, will disappear at the end of each turn ready to be summoned again from their gemstone. You are considered proficient with your gem weapon.
Mutable Appearance. As Gems body and appearance are a manifestation of light, Gems can change their cosmetic appearance every time they are poofed should a gem go through this change they cannot change color, cannot change their size to the point where they become a different size category, and they cannot gain or lose any physical benefits from this change. The change is purely cosmetic.
Gem Fusion. When 2 or more gems have a particular bond, friendship, or relationship, they can fuse, this will make their hit points add, the items they are holding fuse in a particular way, making their AC add up too, at this point their Gem weapons will fuse into a sole item, having special abilities. The weapon or item must be decided by both parts of the fusion, or if it’s made by a PC and a NPC, the PC will chose it.
Languages. You understand and can speak Common, Gem, and Terran. Gem is a written language with a script that at a casual glance appears as scribbles, which translates directly to Common.
Subrace. You can choose Sapphire, Quartz, Ruby, Peridot, Lapis Lazuli, Pearl, Bismuth, or Half-Gem as your subrace.

Sapphire[edit]

Sapphires are aristocratic Gems whose powers of future vision make them useful advisors. Known Sapphires include Sapphire and Padparadscha.

Ability Score Increase. Your Charisma and your choice between Intelligence or Wisdom each increase by 1.
Size. Your size is Small.
Speed. Your base walking speed is 30 feet.
Cold Resistance. You have resistance to cold damage while you are not withdrawn.
Cryokinesis. You know the frostbite and ray of frost cantrips. When you reach 3rd level, you can cast ice knife as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the snilloc's snowball swarm spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Quartz[edit]

Quartzes are strong, diverse soldiers whose only major commonality is their wide builds and back-length hair. Known Quartzes include Amethyst and Jasper.

Ability Score Increase. Your Strength and Constitution each increase by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Durable Form. Choose one damage type that is not bludgeoning, piercing, or slashing. You have resistance to this damage while you are not withdrawn.
Natural Soldiers. Your fists count as natural weapons. When you make attacks with them, they deal 1d4 + your Strength modifier bludgeoning damage on a hit instead.

Ruby[edit]

Rubies are often common soldiers that fight in groups to compensate for their smaller stature. Known Rubies include Ruby and Navy.

Ability Score Increase. Your Constitution and your choice between Strength and Dexterity each increase by 1.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Heat Resistance. You have resistance to fire damage while you are not withdrawn.
Pyrokinetics. You know the create bonfire and produce flame cantrips. When you reach 3rd level, you can cast burning hands as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flaming sphere spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Peridot[edit]

Peridots are highly logical technicians, capable of making metals do their bidding. Known Peridots include Peridot.

Ability Score Increase. Your Charisma and Intelligence scores increase by 1.
Size. Your size is Small.
Speed. Your base walking speed is 25 feet.
Durable Form. Choose one damage type that is not bludgeoning, piercing, or slashing. You have resistance to this damage while you are not withdrawn.
Ferrokinesis. You can lift metallic objects off the ground and move them as you wish. Beginning at 1st level, you may use your action and concentration to lift 20lbs, and you may lift up to 2 lbs without concentration. At 5th level, the max weight increases to 200 lbs, and you may lift up to 20 lbs without concentration.

Lapis Lazuli[edit]

Lapis Lazuli are Gems capable of using water to shape the landscape around them. Known Lapis Lazulis include Lapis Lazuli.

Ability Score Increase. Two ability scores of your choice increase by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hydrokinesis. You know the shape water cantrip. When you reach 3rd level, you can cast create or destroy water as a 2nd-level spell once with this trait and regain the ability to do so when you finish a short rest. When you reach 5th level, you can cast the wall of water spell once with this trait and regain the ability to do so when you finish a short rest.
Flight. Starting at 5th level, you can manifest your Hydrokinesis into wings of water. As a bonus action, you may summon or dispel these wings, which when active give you a fly speed of 35 feet. You cannot fly in medium or heavy armor, or while in extremely hot areas where water would evaporate.

Pearl[edit]

Pearls are often considered made-to-order trophy servants but can learn bravery as much as they can obedience. Known Pearls include Pearl and Yellow Pearl.

Ability Score Increase. Dexterity and one other ability score of your choice increase by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Fleet Footed. You have proficiency in Dexterity saving throws.
Holo-Pearls. You can project from your pearl a holographic duplicate of yourself. During your turn, you may use your action to create a hologram, and may not create another until you complete a long rest. This hologram is functionally identical to the force that is created by the unseen servant spell, though it appears semitransparent and as your default form and uses your stats, Along with an increased range of 120 feet, but the Holo-Pearl is fully Visible. You may use a bonus action to dismiss it. At 5th level, you may use the mirror image spell.

Bismuth[edit]

Bismuths are natural crafters and artisans, whose hard-light forms are durable enough to forge tools and carve stone structures. Known Bismuths include Bismuth.

Ability Score Increase. Your Strength and Constitution scores each increase by 1.
Size. Your size is Medium
Speed. Your base walking speed is 30 feet.
Durable Form. Choose one damage type that is not bludgeoning, piercing, or slashing. You have resistance to this damage while you are not withdrawn.
Metalworker. You are proficient in the use of smith’s tools, and double your proficiency bonus when making checks with them. In addition, you can use your gem weapon as if they were smith’s tools.

Half Gems[edit]

Offspring between organic humanoids and Gems is extremely rare and results in the death of the parent Gem, whose gemstone is passed to the offspring. Known Half Gems include Steven Universe.

Ability Score Increase. Your ability score increases are that of your organic parent
Size. Your size is that of the race of your organic parent.
Speed. Your base walking speed is that of your organic parent.
Organic Body. Your organic lineage affects you in a variety of ways. You gain two Racial features from your Biological race, to replace the benefits of Gem Physiology and Gem Poofing. If your Gem is shattered, you are killed and it must be repaired and returned to your remains before you can be revived. In antimagic fields, you cannot call upon any of your Gem traits. If you are separated from your gem and it hasn't yet been shattered, you gain a point of exhaustion for every 3 turns you are separated from it. Also, while your gem is separated from your human body the gem may take a form identical to your human form and you must use an action to "fuse" your human and gem halves. When you regain your gem you lose all exhaustion incurred by being separated.
Growing Up. Choose one of the other gem subraces. You gain their traits, other than any ability score increases, sizes, or speeds.

Aquamarine[edit]

Aquamarines are scouts and bounty hunters, they use their power of flight to get around swiftly and scout a planet and find its weaknesses and prepare it for the coming invasion

Ability Score Increase. Your Intelligence and Charisma scores each increase by 1.
Size. Your size is Small
Speed. Your base walking speed is 25 feet.
Good Memory. You have proficiency in the History skill, and double your proficiency bonus when making checks with this skill.
Butterfly Wings. As a bonus action you may summon watery butterfly wings which give you a fly speed of 35ft and can be dispelled as a bonus action.

Zircon[edit]

Zircon are typically Lawers and other jobs of that nature, they use their power of reason and emotional control to bring the truth to light and give

Ability Score Increase. Your Charisma and one score of your choice each increase by 1.
Size. Your size is Medium
Speed. Your base walking speed is 30 feet.
Professional Smoothtalker. You are proficient in Persuasion and Insight Checks.
Emotional Control. You have advantage on saves against being charmed and frightened.
Hard Copies. You can project any images and/or information that you have seen (or in the case of text, heard) before into a physical space the same size as a piece of paper. These papers can be conjured at will and dismissed at will.

Spinel[edit]

Spinels are Jesters, Fools, and Playmates, they use their power of Entertainment to distract from present.

Ability Score Increase. Your Dexterity and Charisma scores each increase by 1.
Size. Your size is medium
Speed. Your base walking speed is 35 feet.
Elastic Constitution. Your hitpoint maximum increases by 1, and every time you gain a level, your hitpoint maximum increases by 1 again.
Stretching Attack. As a bonus action, you may increase your reach with melee weapons to 10 feet, until the end of your turn.
Fool at Heart. You are a natural tumbler and entertainer, you gain proficiency in the performance skill and when using the acrobatics skill to entertain at least one non-hostile humanoid you may add double your proficency bonus. At 5th level your acrobatics improve as you gain expertise in the skill.

Hessonite[edit]

Hessonites are strategic commanders and have a passion for richness.

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma increases by 1.
Size. Your size is Medium. considerably tall.
Speed. Your base walking speed is 35 feet.
Hessonite's Cleave. As a reaction you can deal extra melee weapon damage equal to your Dexterity or Strength modifier and proficiency bonus (minimum of 1). You can do this a number of times equal to your wisdom bonus (minimum of 1) rounded up.
All That Glitters. When you finish a long rest you may give yourself temporary hit points equal to the amount of gold you have to a maximum of your proficiency bonus.

Diamond[edit]

Diamonds are the rarest gems of all, that is why they are revered by homeworld gems as humans revere gods, and are hated by crystal gems as they are seen as the source of oppression for all gem kind. typically they don't directly intervene with affairs and have subservient gems handle the problem.

Ability Score Increase. Your Charisma and Wisdom scores both increase by 2
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Diamond's Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
Unique Power. You choose one of the abilities listed to perform as an action. They all, except the final one, can only be done up to a number of times equal to your charisma Modifier(to a minimum of 1) and you regain the uses of these features on a long rest. Only Choose ONE Ability:

  • Attempt to disrupt a physical form: Make a ranged spell attack with a range of 10 foot and on a hit, the targeted gem must pass a Constitution saving throw (DC = 8 + Wisdom + Proficiency Bonus) on a failed save they are stunned for 1d4 turns.
  • Attempt to disrupt the emotional state of a Creature by using your Intimidating power: Make a ranged spell attack with a range of 90 feet and on a hit, You impose a Wisdom save ( DC = 8 + Wisdom + Proficiency Bonus) on a failed save the creature is frightened of you until the start of your next turn.
  • Attempt to disrupt the mental state of a creature, in a attempt to make it join your cause: Make a ranged spell attack with a range of 90 feet and on a hit, You impose a Charisma save ( DC = 8 + Wisdom + Proficiency Bonus) on a failed save the target is charmed by you until the end of your next turn.
  • Attempt to relieve the emotional state of a creature, by using your calming: You may touch another creature to remove an effect the creature is afflicted by as an action. This may be done once per long rest. Additionally, you may subconsciously inspire others telepathically by saying words of encouragement, upon doing this you give that creature advantage on its next skill check or attack roll, this has a range of 60 feet. This may be done a number of times equal to half your charisma modifier(rounded up) and you regain all uses on a short rest


Random Height and Weight[edit]

Gemstone’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
0′ 3'' +1d4 in. 1 lb. × (0.75 lb) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Sapphire’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 3'' +1d4 in. 60 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Quartz’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 0'' +1d8 in. 200 lb. × (3d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Ruby’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 4'' +1d4 in. 70 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Peridot’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 8'' +1d6 in. 90 lb. × (1d8) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Lapis Lazuli’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 6'' +1d6 in. 150 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Pearl’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 6'' +1d10 in. 170 lb. × (1d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Bismuth’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 10'' +2d2 in. 210 lb. × (1d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Aquamarine’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
4′ 4'' +1d4 in. 70 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Zircon’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 3'' +1d4 in. 70 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Spinel’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 2'' +1d4 in. 70 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Hessionite’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 6'' +1d4 in. 70 lb. × (2d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Diamond’s Size and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 8'' +1d8 in. 200 lb. × (3d4) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a Gem character, you can use the following table of traits, ideals, bonds, and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I'm unsure if my own actions are right.
2 I take comfort in providing support to my friends.
3 I'm eager to please those around me.
4 I despise the company of other Gems.
5 I'm withdrawn from everyone.
6 I'm happy to see my friends do well.
7 I'm chipper and well-natured.
8 I feel as if I have to prove myself to everyone.
d6 Ideal
1 Gems and organic life should live in harmony.
2 The abandoned colony should be re-established.
3 The war never concerned me.
4 Every being should choose its own path in life.
5 I would like all Gems to be united, one way or another.
6 I wish to know more about this land and those that dwell in it.
d6 Bond
1 I fought with the Crystal Gems and value Earth.
2 I stayed loyal to Homeworld, and wish to start up the Kindergartens again.
3 I fled Homeworld and the war, and just want my freedom.
4 I came to Earth to root out any remaining rebels.
5 I got trapped here after the war and want to go home.
6 I'm looking for proof a friend was shattered here.
d6 Flaw
1 I start to panic when I see a shattered Gem.
2 I get uncomfortable in barren Kindergartens.
3 I don't trust other Gems.
4 Organic life forms are beneath me.
5 Some common terms are completely foreign to me.
6 I believe Earth cultures are simple and barbaric.

Racial Feats[edit]

Standard
Sapphire
Quartz
Ruby
Peridot
Lapis Lazuli
Bismuth
Aquamarine
Zircon
Spinel
Diamond

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