Gems, Variant (5e Race)

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Scales.png This page is of questionable balance. Reason: This race seems overpowered compared to similar first-party races, and would benefit from having less powerful traits. For example, unconditional advantage on all Constitution saving throws, losing a limb is pretty vague and not covered by the rules, this needs to be clarified, adapt should recharge on a short rest, Resilence should give a list of damage types as a choice from all of them shouldn't be allowed, Inclusion is phrased poorly to the point where one cannot extrapilate what the intent is. Overall requires more work from a mechanical perspective to better compare and integrate with the first party content. Consult the 5e Race Design Guide for help and consider checking out some of the comparable Featured Articles.


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Gem[edit]

Physical Description[edit]

Houseki.no.Kuni.600.2247244.jpg
Image from ZeroChan

The Gems take the forms of humans, but with bodies made of polished gems that differ depending on the material they are made of. Most of them have hair, eyes, and nails the same color as their gemstone bodies. During the day, they apply white powder to their bodies to simulate skin. While their hair may look solid, it can be manipulated similarly to human hair (cut, tied, braided, etc). Apart from the adult Kongo-sensei, their appearance takes the form of androgynous young teens.

d4 Body Type
1 Male
2 Female
3 Androgynous
4 Choose any.

History[edit]

The planet was broken after being visited by a meteor for the sixth time. It gave birth to six moons, leaving it an emaciated shadow of its former self. There was nothing left but a single beach, so all life fled to the ocean. Some creatures who had flourished when the moon was still one were too slow in their escape and sunk into the seas. They were eaten by tiny creatures on the ocean's floor, turned into inanimate objects, crystallized over the ages, and rose to the surface at the Shore of Nascency. In rare instances, this leads to a Gem successfully taking form.

The Gems have to defend themselves against the endless number of hunters from the Moon - the Moon People - who abduct the Gems and, apparently, use them as ornaments. At the start of the story, no Gem has ever returned from the Moon.

There once were creatures called humans who lived on and preserved the land until it broke five times. When it broke the sixth time, they entered the seas. It's said that there, they split into three parts; the spirit, the flesh, and the bone (or evolved into different three species and lived on). The Admirabilis are said to be the flesh, inheriting the ability to expand and pass down their knowledge; The Gems the bone, returning to the land having made a contract with another living species and gaining the ability to live for millennia; and the Moon People as the spirit, forever wandering, attempting to regain its flesh and bone.

Society[edit]

The Gems use male pronouns (彼(kare)/he; お兄様(onii-sama)/older brother; 弟(otouto)/younger brother) to refer to each other. While most of them also use masculine forms of "I" (僕/boku, 俺/ore), their personal speech patterns vary greatly between masculine and feminine. Even so, they don't seem to be aware of gender and/or sex characteristics, as seen when Phosphophyllite asks Ventricosus about her breasts, referring to them as "two water bags". That instance aside, gender is never brought up or explained within the work. Whether they see themselves as male or genderless is left unconfirmed. Most call each other with various nicknames, but all call Kongo "Sensei" (Teacher).

The Gems live in a spacious school building with a large bell that they use as a signal. The school uses jellyfish as lighting instead of electricity-based technology or fire, neither of which have been shown in the series. They also use traditional tools for hand-spinning textiles and crafting. They're able to produce textiles by themselves, craft tools, make papers and pencils, and have developed science in medicine and herbs (but gem related). Kongo-sensei teaches the young Gems anything they need to know, though the school does not seem to hold any organized classes. Each Gem is entrusted with a role or roles they're suited for, though almost all of them are fighters and have patrol duties during the day. The different roles shown so far include patrolling, health and medicine, crafting, smithing, tailoring, and strategy and planning. They have their own dorms to sleep in at night, and hibernate in one big room in the winter. In their free time, they may play card games, which were either taught to them by Kongo-sensei or created themselves.

Gems Names[edit]

Gems's names are based on their gem but with their color before the name in some cases like: Ghost Quartz, Red Beryl, etc.

Gems Traits[edit]

A "immortal" humanoid gem race. The Gems are born at the Shore of Nascency, where crystals from the sea rise up over eons. Some of these crystals fully develop into a humanoid form and become a Gem, while others never reach that stage and simply fall back to the earth as inanimate crystals.
Ability Score Increase. Your Constitution score increases by 2.
Age. Gems are "born" fully mature. Gems do not age the same way as other beings, but suffer the effects of aging as a result of natural wear and the difficulty in fully healing their complex bodies. As a result, they can live to about 750 years old before dying of natural causes.
Alignment. Gems tend towards chaotic or lawful extremes, such as chaotic good or evil and lawful good or evil. They are rarely true neutral, and chaotic and lawful neutral gems are uncommon.
Size. Gems's body doesn't widely change in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Gem Body. You have tough, hardened skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your Gem Body to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your Gem Body.
Living Construct. You are immune to diseases. You do not need to eat or breathe, but since Gems carry microscopic organisms called "inclusions" in their bodies, which energize by absorbing light. Due to this mechanism, Gems need sunlight to survive, if you do not stay under sunlight for at least a short rest duration per day you receive 1 level of exaustion per hour.
Inclusions. Since Gems carry microscopic organisms called "inclusions" in their bodies, which energize by absorbing light. Due to this mechanism, Gems need sunlight to survive, While you're awake and staying out of the sun for more than that, you receive 1 level of exaustion per hour. When you stay out of the sun you can survive twice the amount you stayed in the sunlight. Inclusions allow Gems to be put back together when shattered.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common and one other language of your choice.

Fighter[edit]

Ability Score Increase. Your Strength or Dexterity score increases by 1.
Skilled Warrior. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Agile. You are proficient in Acrobatics and Athletics skill.
Resilence. Choose one type of damage to have resistance. ex: Bludgeoning, Piercing, Slashing, acid, fire, etc.

Patrol[edit]

Ability Score Increase. Your Intelligence or Wisdom score increases by 1.
Well Trained. You have proficiency with simple weapons.
Overwatch. You have proficiency in Perception skill.
Always Attentive to Details. You always have advantage on investigation checks, as long as you've been in the location before.

Crafting & Healing[edit]

Ability Score Increase. Your Charisma score increases by 1.
Tool Proficiency. You are proficient in tool of your choice.
Skilled. Choose any skill to have aptitude or a tool you already proficient.
Adapt. When you make a check with a skill that you don't have proficiency, You can add double your proficiency bonus to the die roll instead of any proficiency bonus you would normally add. You cant use this ability once per short or long rest.

Random Height and Weight[edit]

Base Height Height Modifier Base Weight Weight Modifier
5′ 10" 2d12 120 lb. × (1d4) lb.

Suggested Characteristics[edit]

d8 Personality Trait
1 I see the reflection of my mistakes in others and I try to guide them so they do not repeat them
2 If possible, i will always try to help the others in need.
3 My body may seem to be tough but my mind is not, losing someone that i live is much worse than lose a limb.
4 I always have a plan for what to do when things go wrong.
5 I'm confident in my own abilities and do what I can to instil confidence in others.
6 I avoid creating bonds with people, so that when they die I do not feel empathy for them.
7 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
8 (Reroll the die) or (Choose any)
d6 Ideal
1 Rightness. I believe everyone should have a chance to prove what they are capable of. (Good)
2 Freedom. If you have freedom you don't need anything else. (Chaotic)
3 Happiness. I want to be happy, to have a happy life, it does not matter what it takes. (Neutral)
4 Strength. I'm immortal and i should be treated as one. (Evil)
5 Order. Nature have it's own rules, and we must follow. (Lawful)
6 Perseverance. While I can still stand, nothing will stop me. (Any)
d6 Bond
1 I want to understand how the world works and where I came from.
2 One day i will understand my purpose in this world.
3 I never leave a friend behind.
4 I will stop the evil that haunts this world.
5 My loved ones are my most treasured possessions.
6 I met a human who showed me how to be one of them, but after a certain event I lost him and I want to meet him again.
d6 Flaw
1 I'm afraid of being broken and lose my memories.
2 Even though I'm immortal i still believe i'm much weaker than everyone else.
3 I'm ashamed to expose myself to people I do not know.
4 I'm pretty clumsy sometimes.
5 i'm overconfident, nothing is too great for me.
6 I worry little about other things that are not my goal.

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