Crystal Gems (5e Race)

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Physical Description[edit]

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 not born, like most other races; instead, they are created in specialized mineral-rich areas called “Kindergartens.” Injectors insert a specialized paste into the side of a canyon, 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 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 centers or in large numbers.


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.

Gems Names[edit]

Generally: Amethyst A-47, Emerald 22, Red Diamond, Yellow Pearl...

Gems Traits[edit]

An intergalactic race of sentient gemstones.
Ability Score Increase. Increase any ability score by 1.
Age. Gems are typically several millennia old, though they may be only a few hundred years old when they explore the world.
Alignment. Gems can have different alignment according to your gem.
Size. Normal gems can have different heights. Your size is determined by your subrace.
Speed. Your base walking speed is determined by your subrace.
Gem Phisiology. Though you are a construct, you are a living creature. You are 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.
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 and you don't make death save. around 5 feet in area. The gem will use your AC and if hit, counts normally to the death save as a fail. You still 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.
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 Storage. You have a natural storage. You can store up to three items or armors at once, you drag the chosen item from your gem as a bonus action and can put it back as an action. When you fall unconscious, the items still inside you, but when you die the items get out, all corrupted.
Fusion. You can fuse to a gem creature, the mechanic is described in the final of the race.
Gem Magic. You have a basic level of magic in your mind and body. You learn the Minor ilusion cantrip, and you can cast Alter Self with only appreance a number of times equal to your proficiency. Your colors must be equal to your gem.
Languages. You can speak, read, and write Common and primordial.
Subrace. Choose a subrace listed below.


Pearls appear to be extremely loyal servants. They obey any task gave by your master, and generally don't cause insurgencies.

Ability Score Increase. Your Wisdom score increases by 2.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Pearl Library. You can do anything to improve your working for certain things. As part of the same action, you can gain advantage in any ability check a number of times equal to half of your proficiency bonus, rounded down.
Eternal Servitude. A pearl must have a master. Your master can be anyone that she was designed to obey when created.


Quartzes are known to be brave and strong warriors.

Ability Score Increase. Your Strength score increases by 2.
Size. Your size is Medium, comparable to a tall human.
Speed. Your base walking speed is 30 feet.
Warrior's Weapon. When you store a weapon in your gem, it becomes +1 and magical. If the weapon normally have +1, you can't use the bonus and can change the damage type of the weapon instead.
Quartz Strenght. You can automaticaly succeed a Saving Throw. You can use this feature a number of times equal to your proficiency rounded down.
Jet Gem. Replace Quartz Strenght. You are one of the most skilled gems in the fighting, you gain a feat instead ability score increase. Your Warrior's Weapon now stack the bonuses. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Peridots are small but highly intelligent Gems. They're generally engineers, artificers and mages.

Ability Score Increase. Your Intelligence score increases by 2.
Size. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Ferrokinesis. You can lift metallic objects off the ground and move them as you wish. You can use the spell Telekinesis only in objects and entities made of metal. You can use this feature a number of times equal to your proficiency bonus.
Information Gathering. You can interact with any magical or non-magical artifacts. You can spend just an action to totally understand how an item works, this includes weapons and constructs.
Combat Engineer. Replace Information Gathering and choose one damage type that is not bludgeoning, piercing, or slashing. You have resistance to this damage while you are not withdrawn.


Hessonites are strategic commanders and have a passion for richness.

Ability Score Increase. Your Constitution score increases by 2, and your Charisma decreases by 1.
Size. Your size is Medium, consirable tall.
Speed. Your base walking speed is 30 feet.
Hessonite's Might. As a bonus action you can gain temporary stackable hitpoints equal to your constitution modifiers and proficiency bonus (minimum of 1), if you have. The hitpoints only stack with other source. You can do this a number of times equal to your constitution bonus (minimum of 1) rounded up.
Angry Commander. When the initiative begins, the Hessonite can automaticaly crit for itself or an ally. You can do this once per long rest.
Emerald. Emeralds are rich and more "brave" than hessonites. You can choose this trait in exchange for Angry Commander to become a Emerald, and you can choose ONE of the traits below:

  • You start with any uncommon item.
  • You can use Hessonite's Might one time more than usual.
  • You start with extra 200GP.


Rubies are small soldiers that overcome your physical vulnerabilities by grouping and when needed, fusing.

Ability Score Increase. Your Strength score increases by 1, and your Constitution increases by 1.
Size. Your size is Small.
Speed. Your base walking speed is 30 feet.
Ruby's Flame. Each time you crit, you can put a extra d6 of fire damage. This roll increases a d6 in 5º, 10º and 17º level.
Determination. When a ruby have half of your hitpoints, it have advantage in all saving throws caused by enemies.


Sapphires are aristocratics and have aptitude to divination magic. They're generally used by mages to help in construction of portals or new students of magic.

Ability Score Increase. Your Intelligence score increases by 2.
Size. Your size is Small.
Speed. Your base walking speed is 30 feet.
Divination. If a sapphire uses a magic of the divination college, it can know a useful information about the object, event or creature that it's dealing.
Predictability. A sapphire can once per day, predict the movements or events of other creatures. It will have advantage in all attacks and the enemy have disadvantage on saving throws againts it until the end of the next turn of the sapphire.

Lapis Lazuli[edit]

Lapis lazulis are generally terraformers, and uses the water of the planets to mold montains and cliffs.

Ability Score Increase. Your Charisma score increases by 2.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hidrokinesis. You learn the cantrip Shape Water and can cast Create or Destroy Water as 2nd level a number of times equal to your proficiency bonus. Your swim speed is equal to your walking speed and you can walk on water.
Shackles. When you make a melee, ranged or spell attack, you can use your action, bonus action or reaction to create water shackles to restrain a medium enemy, at 5th, 11th and 17th the size limit to restrain the enemy increases. The enemy must do a strenght save or will be restrained for 1 minute. You can do this a number of times equal to double of your proficiency bonus, and uses your spell save DC.
Water Wings. As a reaction, you can free your wings. You gain a flying speed equal to your walking speed and you can retract it with no cost.


Spinels are extremely rare, and it's purpose is to provide entertainment to your "best friend" who created it. They're very optimistic and rarely becomes sad.

Ability Score Increase. Your Strength score increases by 1 and your Charisma increases by 1.
Size. Your size is Medium, consirable small.
Speed. Your base walking speed is 35 feet.
Elastic Constitution. Your melee attack can have a maximum range of 20 feet. As part of an attack, you can try to grapple an enemy. Each turn the enemy is grabbed, it receives 1d4 of bludgeoning damage. At 5º level, you can grapple one more enemy that is within 5 feet of the first grabbed enemy and at 13º you can grapple a total of three entities.
Strange Body. You start with 1 maximum extra hitpoints, at each level you gain one maximum hitpoints. Your climbing speed is 35 feet and you have advantage in Dexterity Saving Throws and Acrobatics ability checks.


Bismuths can be architecs and blacksmiths. They work hard to complete there constructions.

Ability Score Increase. Your Strength score increases by 2.
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Living Forge. You have proficiency in smith tools and your hand can become the tools that you need. You don't need smith tools, you are your own tools.
Crystalized Resistence. Bismuth have resistence againts fire damage, and when forging it don't receive any damage from your work.


You can fuse to a gem creature, you and the target must be counscious to do so. Known fusions are: Amethyst + White Pearl = Opal; Amethyst + Ruby + Sapphire = Sugilite;

  • All HP, maximum HP and temporary HP are added together.
  • Modifiers of the Highest level are added with half of the lowest rounded down.
  • The fusion gain fused equipment and the highest armor among the entities.
  • Classes do not fuse, and the fusion must choose one or two to obtain levels on it.
  • The level of the fusion is the highest level + half of the lowest levels rounded down among the entities.
  • Size, weight and form are decided by players and, if needed, the Game Master.
  • HP Dice is doubled.
  • If the fusion is attacked by force damage, or attacked during the condition stunned by antimagic field, it must succeed in a Constitution Saving Throw of DC 17 or the fusion ends immediately.
  • And finally, the fusion can be created for interpretation and fun.}}
(one vote)

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