Gem Knight (5e Class)

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Gem Knight[edit]

Creating a Gem Knight[edit]


Quick Build[edit]

You can make a Gem Knight quickly by following these suggestions.

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: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gem Knight level after 1st

Proficiencies

Armor: Light
Weapons: Simple Weapons
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Insight, Medicine, Nature, Religion, or Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) dagger or (b) quarterstaff
  • (a) Padded Armor or (b) Leather Armor
  • Shortbow and 20 arrows
  • (a) Explorer's Pack or (b) Priest's Pack

Table: The Gem Knight

Level Proficiency
Bonus
Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Gem Focus, Regeneration, Gem Glow
2nd +2 2 Fighting Style, Spellcasting, Spirit Weapon 2
3rd +2 3 Gem Feature, Crystalline Growth 3
4th +2 3 Ability Score Improvement 3
5th +3 4 Extra Attack 4 2
6th +3 4 Spirit Weapon (2), Hardlight Conversion 4 2
7th +3 5 Gem Feature 4 3
8th +3 5 Ability Score Improvement 4 3
9th +4 6 4 3 2
10th +4 6 Spirit Weapon (3), Metamorphic 4 3 2
11th +4 7 Gem Feature 4 3 3
12th +4 7 Ability Score Improvement 4 3 3
13th +5 8 4 3 3 1
14th +5 8 Spirit Weapon (4), Hardlight Conversion Completetion 4 3 3 1
15th +5 9 Gem Feature 4 3 3 2
16th +5 9 Ability Score Improvement 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 10 Spirit Weapon Mastery 4 3 3 3 1
19th +6 11 Ability Score Improvement 4 3 3 3 2
20th +6 11 Gem Conglomerate 4 3 3 3 2

Gem Focus[edit]

Your being is imbued with ancient magic that not only grants you great arcane power, but also alters your living form and spirit. You choose a gem element that you are spiritually, magically, and physically attuned with: Fire (Fire Melee), Earth (Force Tank), Air (Thunder Ranged), Water (Cold Spellcasting), or Soul (Psychic Healing). Each Gem Focus is detailed at the end of the class description. Your gem choice grants you features at 1st level and then again at 7th, 11th, and 15th level.

Regeneration[edit]

If you drop to 0 hit points and do not outright die, you must only succeed one death saving throw to instantly be considered stabilized and not have to take any more death saving throws. During this time, your form and any belongings on your person retreat into your gem, leaving behind just your gem focus, from which your physical form will rematerialize after 3d4 hours, receiving the benefits of a long rest. Attacks made against your gem still cause you to automatically fail a death saving throw, with three failures resulting in your death. While you are regenerating you still observe your surroundings as if you were conscious and having your hit points healed will result in your instant rematerialization.

Gem Glow[edit]

Due to the innate magical nature of your gem focus, you gain the light and the prestidigitation cantrips. You can use your gem focus as your spellcasting focus for your gem knight spells and you can perform the somatic components of spells even when you have a spirit weapon in one or both hands.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. 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.

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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet o f you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting[edit]

By 2nd level, you have learned . See chapter 10 of the PHB for the general rules of spellcasting and the bottom of the page for the gem knight spell list.

Spells Known of 1st Level and Higher

You know two 1st-level spells o f your choice from the gem knight spell list. The Spells Known column o f the Gem Knight table shows when you learn more gem knight spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the gem knight spells you know and replace it with another spell from the gem knight spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your gem knight spells, since . You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spirit Weapon[edit]

At 2nd level, you may focus the innate magical abilities of your gem into a weapon with which you form a magical bond with. You select one specific type of weapon with which you are proficient, this weapon becomes the template of your spirit weapon. You may create a spirit weapon into your empty hand as a bonus action and may have up to two spirit weapons created at one time. Due to the nature of its creation, the weapon is bound to you and if it is ever more than 5 feet away from you for more than 1 minute, it disappears. The weapon also disappears if you use this feature a third time, if you dismiss the weapon (no action required), or if you die. While wielding your spirit weapon you can’t be disarmed of that weapon unless you are incapacitated or willingly surrender it. Ranged spirit weapons have their own ammunition that is automatically created as the weapon is fired.

You can transform one magic weapon into your spirit weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you summon your spirit weapon thereafter (only the first spirit weapon you summon is this magic weapon). You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your spirit weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond with it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

At 6th level, all spirit weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, as of 6th level, the first attack you make with a spirit weapon on the first round of a new initiative deals additional force damage equal to your gem knight level divided by 3 (rounded up). At 10th level, you may add your Wisdom modifier to attack rolls made with your spirit weapons. Starting at 14th level, you may designate an additional weapon type as your spirit weapon. This secondary spirit weapon must either deal the same type of damage as your first or be a shield.

Crystalline Growth[edit]

Starting at 3rd level, you grow a thin layer of crystals over your skin. While you have this growth and you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier and bludgeoning, piercing, and slashing damage that you take from weapons is reduced by an amount equal to your gem knight level divided by 3 (rounded down). The crystalline growth has its own hit points that decrease as it reduces damage. Its hit point maximum is equal to twice your gem knight level and it loses hit points equal to the amount of damage it reduces. Once the growth reaches 0 hit points, it shatters, the effects fade, and you take any remaining damage. Once your crystalline growth is shattered, you can restore it only by spending an hour to repair it with magic. While it remains, the growth heals for half any amount you heal for by other magical or practical means and can otherwise be repaired by taking time to deliberately tend to the damage with your own natural magic. The growth regains 1 hit point per minute spent repairing it in this way. Both repairing and restoring the growth only require you to be able to cast the prestidigitation spell to do so and can be done during a short rest.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Hardlight Conversion[edit]

Your body below the crystal skin has begun to mutate and change as well, warping to something beyond what you once were. Starting at 7th level, you do not need to eat or drink as often, effectively consuming these resources only half as quickly as before. In addition, you can fall into a trance for 4 hours per day to gain the benefit of sleeping for 8 hours. In this trance, you are perfectly aware of your surroundings.

At 14th level, the mutation is complete and your body and its functions have significantly altered. You no longer need to eat or drink and may hold your breath for up to 1 hour. Your body automatically adjusts to changes in pressure, temperature, and gravity in your environment, you gain an immunity to disease, and you have advantage on rolls to resist being poisoned or petrified.

Metamorphic[edit]

Starting at 10th level, the gem skin granted by Crystalline Growth begins to absorb elemental energy from magical attacks. When you take acid, cold, fire, lightning, poison, or thunder damage from spells or other abilities, you may choose, as a reaction, to reduce this damage by 1d10 per 10 damage taken. This reduces the hit points of the growth by the amount blocked. Also, the first time you hit with your spirit weapon on your next turn, the target takes extra damage equal in type and amount to that which was blocked by this ability.

Spirit Weapon Mastery[edit]

Starting at 18th level, you can now add your Wisdom modifier to the damage of one of your spirit weapons once per turn.

Gem Conglomerate[edit]

Starting at 20th level, you choose a second gem focus from one of the focuses you do not have.

Fire[edit]

Gem Knight Level Spells
3rd burning hands, searing smite
5th branding smite, heat metal
9th fireball, melf's minute meteors
13th fire shield, wall of fire
17th immolation, flame strike
<!-Class Feature->

1st level, you gain proficiency with all melee martial weapons,

<!-Class Feature->

3rd level, cannot be ignited, produce flame, control flames, bonus fire damage with spells

<!-Class Feature->

7th level, cold resist, bonus fire damage with weapons

Ruby's Passion

At 11th level you can channel your inner flame in to your attacks. When you attack a creature with a melee weapon attack you can add 3d6 fire damage along with the weapons normal damage. You can do this a number of times equal to your wisdom modifier. additionally, when ever you cast a spell that deals fire damage you can add your spell attack modifier to the spells damage.

<!-Class Feature->

15th level,

Earth[edit]

Gem Knight Level Spells
3rd earth tremor, ensnaring strike
5th maximilian's earthen grasp, spike growth
9th erupting earth, wall of sand
13th grasping vine, stoneskin
17th destructive wave, wall of stone
<!-Class Feature->

1st level, you gain proficiency with shields and all melee bludgeoning weapons2

<!-Class Feature->

3rd level, climb speed, mold earth, bonus hit points

<!-Class Feature->

7th level, thunder resist, add con mod to AC when touching the ground

Onyx's Vigure

At 11th level You can use your earth shacking voice to strike fear in to the hearts of your foes. Once per short rest you can let out a bellowing shout, ever hostile creature with in a 50 foot radius must make a Wisdom saving throw against your spell save DC, on a failed save they become frightened for 1 minute. A frightened creature must use all of it's movement to get away from you. Additionally, when you level up and gain extra hit points you can add half of your Wisdom modifier as well as your Constitution modifier.

<!-Class Feature->

15th level,

Air[edit]

Gem Knight Level Spells
3rd feather fall, fog cloud
5th gust of wind, skywrite
9th lightning arrow, wind wall
13th ice storm, storm sphere
17th control winds, swift quiver
<!-Class Feature->

1st level, you gain proficiency with all ranged weapons and rapiers

<!-Class Feature->

3rd level, fly speed, gust, dash action as bonus action.

<!-Class Feature->

7th level, acid resist, three stack bonus thunder damage (thunderlords).

Opal's Freedom

11th level, increased fly speed, immunity to difficult terrain, increased attacks

<!-Class Feature->

15th level,

Water[edit]

Gem Knight Level Spells
3rd create or destroy water, ice knife
5th snilloc's snowball storm, misty step
9th tidal wave, wall of water
13th control water, watery sphere
17th cone of cold, maelstrom
<!-Class Feature->

1st level, you gain proficiency with tridents, nets, longbows, and scimitars

<!-Class Feature->

3rd level, swim speed, shape water (deal damage?), frostbite, spend spell slot to deal damage

<!-Class Feature->

7th level, fire resist, spend spell slot to aoe cc

Sapphire's Forgiveness

11th level, free tidal wave spell slot refresh

<!-Class Feature->

15th level,

Soul[edit]

Gem Knight Level Spells
3rd healing word, heroism
5th detect thoughts, warding bond
9th counterspell, hypnotic pattern
13th compulsion, phantasmal killer
17th dominate person, mass cure wounds
<!-Class Feature->

1st level, you gain proficiency with shields and Constitution saving throws.

<!-Class Feature->

3rd level, crystal aura (damage reduction), "druidcraft", bonus healing

<!-Class Feature->

7th level, necrotic resistance, Intelligence/Wisdom/Charisma saving throw aura

Quartz's Harmony

11th level, aoe heal, regen aura

<!-Class Feature->

15th level,

Gem Knight Spell List[edit]

1st Level

absorb element, cure wounds, detect magic, detect poison and disease, jump, longstrider, goodberry, color spray, expeditious retreat, sleep, command, grease

2nd Level

blindness/deafness, calm emotions, lesser restoration, silence, locate object, hold person, enlarge/reduce

3rd Level

dispel magic, fear, feign death, sending, haste, slow, protection from energy, major image, nondetection, tongues

4th Level

dimension door, freedom of movement, polymorph, arcane eye, elemental bane, locate creature, confusion

5th Level

bigby's hand, creation, dominate person, greater restoration, hold monster, scrying, telekinesis, wall of force

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the gem knight class, you must meet these prerequisites: Strength 15, Constitution 14

Proficiencies. When you multiclass into the gem knight class, you gain the following proficiencies: can wield martial weapons, proficiency with shields.


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