Lapidary (5e Subclass)

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Lapidary[edit]

Artificer Subclass

Lapidtary specialize in just about everything related to gemstones, and they are often employed in places where large amounts of treasures are kept. Many have found ways to rise rapidly through the ranks of nobility through both bribery and honest labor, securing positions of power with their exotic magic. When it comes to gems, very little escapes their keen eyes.

Tool Proficiency

When you take this specialization at 3rd level, you gain proficiency in jeweler's tools. If you already have this proficiency, you gain proficiency in one other type of artisan's tools of your choice.

Lapidtary Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Lepidary Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Lapidtary Spells

Artificer Level Spells
3rd chromatic orb, earth tremor
5th Maximillian's earthen grasp, shatter
9th erupting earth, meld into stone
13th fabricate, stone shape
17th scrying, transmute rock
Conjure Gemstone

When you reach 3rd level, your combat training and your experiments with magic have paid off, as a part of long rest, you can use jeweler's tools to conjure nonmagical gemstones. This gemstone will be uncut and unpolished and can be used as a typical gemstone only for spellcasting component and imbue magic. Gemstones cannot be used for selling and crafting due to their properties which resemble of a stained glass. You can have number of gemstones by this feature up to your Intelligence modifier. Total value of gemstones you created which you have at a time by this feature must not more than 50 gp.

You are able to conjure more valuable gemstones when you gain more level in this class. The maximum total value becomes 300 gp at 5th level, 500 gp at 9th level, and 1,000 gp at 13th level, and 5,000 gp at 17th level.

In addition, You gain the following benefits:

  • Whenever you make a Intelligence (Arcana) check concerning gemstones, you are considered proficient in the Arcana skill, and can add double your proficiency bonus, instead of your normal proficiency bonus.
  • You are able to tell the exact location of any gemstone within 15 feet of you.
Enchanted Gem

Also at 3rd level, you have learned to utilize the focal properties of gemstones in your own innate magic. Whenever you finish a long rest, you can magically imbue a gemstone you touch with magical properties. Choose a property from the Enchanted Gem table below; the more valuable a gemstone is, the more properties available for you to imbue. Gemstones with a higher value can have lower-valued properties applied to them.

You can create additional enchanted gems by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create imbue a gemstone you touch, and you choose the gem's effect from the Enchanted Gem table. You may imbue an enchanted gem with an additional property by expending a spell slot of 3rd level or higher for each one.

Creating an enchanted gem requires you to have jeweler's tools on your person, and any enchanted gem you create with this feature will retain its magical properties until the end of your next long rest or you choose it to retain its magical properties indefinitely (equal your your Intelligence modifier at a time). When you reach certain levels in this class, you can freely make more enchanted gems at the end of a long rest: two at 6th level and three at 15th level. Each enchanted gem requires its own separate gemstone.

Gem Value Property
10 gp Healing. As a bonus action, The wielder regains a number of hit points equals to 1d4 + your Intelligence modifier. This consumes the gemstone.
40 gp Spellgem. The wielder may use the gemstone to cast a spell 1st level without spending a spell slot. The gemstone is consumed when the spell is cast.
50 gp Intuition. As a bonus action, The wielder may add +1 to attack and damage rolls for 1 minute. This consumes the gemstone.
100 gp Offensive Instinct. As a bonus action, The wielder may use your Intelligence modifier, instead of Strength or Dexterity modifier, for attack and damage rolls for 1 minute. This consumes the gemstone.
150 gp Greater Healing. At the start of the wielder's turn, the wielder can spend 1 charge to regain a number of hit points equal to 1d4 + your Intelligence modifier. This gem has 10 charges.
200 gp Greater Spellgem. The wielder may use the gemstone to cast a spell up to 2nd level without spending a spell slot. The gemstone is consumed when the spell is cast.
250 gp Greater Intuition. As a bonus action, The wielder may add your Intelligence modifier to attack and damage rolls for 1 minute. This consumes the gemstone.
500 gp Defensive Instinct. As an action, The wielder may add your Intelligence modifier to their AC for 1 minute. This consumes the gemstone.
700 gp Decoy. The first time the wielder would drop to 0 hit points as a result of taking damage, the wielder instead drops to 1 hit point. If the spell is still in effect when the wielder is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the wielder, and the spell ends. This consumes the gemstone.
1,000 gp Superior Spellgem. The wielder may use the gemstone to cast a spell up to 5th level without spending a spell slot. The gemstone is consumed when the spell is cast.
5,000 gp Supreme Spellgem. The wielder may use the gemstone to cast a spell up to 9th level without spending a spell slot. The gemstone is consumed when the spell is cast.
10,000 gp Supreme Healing. As an action, The wielder regains all of its hit points. This consumes the gemstone.
Bijou Helper

At 5th level, you have become so in tune with the magical nature of gemstones that you are able to use them to create life in the form of a Bijou Helper. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Bijou Helper stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the helper shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Help action unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other available action. If you are incapacitated, the helper will switch to only taking the Hide action. If it cannot hide, it will instead take the Dash action and avoid combat.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your jeweler's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The bijou helper returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new Bijou Helper if you have jeweler's tools with you. If you already have a helper from this feature, the first one immediately disintegrates. The helper also disintegrates if you die.


Bijou Helper stat block

Medium construct, any alignment


Armor Class 12 + PB (natural armor)
Hit Points 2 + your Intelligence modifier + 4 times your artificer level (the helper has a number of Hit Dice [d6s] equal to your artificer level)
Speed 30 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 6 (-2)

Saving Throws Int +2 plus PB
Skills Arcana +PB, Perception +(PB x 2)
Damage Vulnerabilities thunder
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 30 ft., passive Perception 10 + (PB x 2)
Languages understands the languages you speak
Proficiency Bonus (PB) equals your bonus


Innate Support. The helper can create the silent resonance which improves the focus of another creature, any ability check made within 5 feet of the helper gains a +2 bonus.

ACTIONS

Subspacial Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB force damage.

Wary Sphere. A tiny sphere of swirling magic energy appears on the helper. The sphere remains there for the duration and doesn't harm the helper. The sphere sheds bright light in a 5-foot radius and dim light for an additional 15 feet. The spell ends if you dismiss it as an action or if you use it again.

You can also attack with the sphere, although doing so ends the effect. When you use this action, or as an action on a later turn, the helper shoot the sphere as a magical beam at a creature within 30 feet of it. The attack hits if their AC is less than your spellsave DC. On a hit, the target takes 1d8 force, fire, or radiant damage, or half as much damage on a successful one.



Helper Upgrade

At 7th level, you may choose 1 upgrade to add to your Bijou Helper from the list below. Whenever you finish a long rest, you may choose to replace the upgrade with another. You cannot have more than one upgrade on a Bijou Helper at a time.

  • Agility. You enhance your helper's movement, increase their movement speed and flying speed by 15 feet.
  • Crystal Sense. You give your helper a set of crystal receptors, increase their blindsight by 30 feet.
  • Empowered Subspacial Rend. You give your helper an improvement of thier appendage, increase Subspacial Rend's reach by 10ft and damage becomes 2d6 + PB.
  • Exoskeleton. You give your helper a full or partial exoskeleton, allowing them to add your Intelligence modifier to their AC.
  • Multiattack. You enhance your helper's efficiency, allowing them to use Subspacial Rend or Wary Sphere twice with one action.
Extra Attack

Starting at 7th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Resonance Mastery

At 9th level, you've learned new ways to channel your arcane energy:

  • Whenever you finish a long rest, you can magically transform one mundane tuning fork into a planar tuning fork. You can only make one, and using this feature again will turn the first back into a mundane tuning fork. This Planar Tuning Fork can be attune to any plane of existence.
  • When you make a successful hit with a metal weapon you are proficient with, you may deals extra 1d6 thunder damage.

Wondrous item (tuning fork), rare

Originally designed by the Lapidary, Planar Tuning Forks are a simple yet significant tool. Carrying over the benefits of a mundane tuning fork, these precisely crafted resonators are designed to also attune with the frequency of the universe. They are often crafter from or inlaid with quartz crystals, though its not too uncommon to see one made out of Steel, Silver, or Mithral.

Special Training. Though they do not require attunement, the magical properties of Planar Tuning Forks can only be used by someone proficient with jeweler's tools. Otherwise, they will only exhibit their mundane properties.
Planar Vibe Check. While the Planar Tuning Fork is ringing from being struck, you may add double your proficiency bonus to Intelligence (Arcana) checks regarding the way magic works in whatever plane you are in.
Jeweler's Tool. Planar Tuning Forks can be used as a spellcasting focus for any class that casts spells using artisan's tools.
Sonic Weapon. When using a Planar Tuning Fork as an improvised weapon, you may choose to have it deal extra 1d6 thunder damage.
Gemwright Mastery

By 15th level, you’re a master at reaping the benefits of your Bijou Helper:

  • You and your allies are under the effect of the Help action within 10 feet of a Bijou Helper, as a result of astral copies and afterimages that it generates.
  • Your Beijou Helper can have 2 upgrades at a time.
  • You can now have up to two helpers at the same time. You determine whether the helpers are identical to each other or different. Each helper can have a different upgrade.
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