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 function 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 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 the side of a canyon, which incubates for unknown period of time before emerging as a fully-formed Gem. They do not grow or develop physically past this initial state, 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.

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 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 such 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 lead 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

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 Poofing. When your HP reaches 0 and you fall unconscious, you become “poofed.” Rather than falling limp to the ground, your body retreats into the gemstone and you drop all your items onto the ground. You still make death saves and can be healed back to consciousness as normal. However, healing potions and medical kits do not affect you, and you may be stabilized with a Medicine check, a Arcana check, or the spell 5e with a DC 10. You reform from your gemstone with 1hp a few minutes after you stabilize, or if you roll a natural 20 on a death save, 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 Glow. Your gemstone can produce a dim light to illuminate dark places. As an action, your gemstone can shine bright light in a 20ft radius and dim light for another 20ft.
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 40 feet.
Cold Resistance. You have resistance to cold damage while you are not poofed.
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.
Future Vision. You communicate with the DM to know what their intentions for the campaign are. Not reliable if one of your companions is Chaotic.

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. You have resistance to bludgeoning damage while you are not poofed.
Natural Soldiers. You are proficient in unarmed combat and with improvised weapons.
Dash. You spin vertically to create a disc of energy to dash and attack the target.

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 30 feet.
Heat Resistance. You have resistance to fire damage.
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 30 feet.
Durable Form. You have resistance to bludgeoning damage while you are not poofed.
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 2 lb of metal or objects made primarily of metal that you can see. At 5th level, the max weight increases to 20lbs, and you may lift up to 2 lbs without concentration. At 10th level, the max weight increases to 200 lbs, and you may lift up to 20 lbs without concentration. At 15th level, the max weight increases to 2 tons. Lifted objects cannot be bent or manipulated by this trait but may be moved up to 30 feet in any direction per turn.

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 35 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 long rest. When you reach 10th level, you can cast the wall of water spell once with this trait and regain the ability to do so when you finish a long 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.

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. Two ability scores of your choice increase by 1.
Size. Your size is Medium.
Speed. Your base walking speed is 45 feet.
Fleet Footed. Your AC increases by 3 when you are not prone, immobilized, or poofed.
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. You may use a bonus action to dismiss it. At 5th level, you may create a second hologram before resting, and at 8th level you may create a third.

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. You have resistance to bludgeoning damage while you are not poofed.
Metalworker. You are immune to fire damage from molten rock or metal. You are proficient with 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. Three ability scores of your choice increase by 1.
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 all the racial traits of your organic race as if you were one of them, with the exception of ability score increases. You do not gain the benefits of Gem Physiology or 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.
Growing Up. Your abilities as a Gem manifest over time as you age become more skilled with them. A 3rd level you gain any resistances and immunities of your Gem parent. At 5th level you develop all the other abilities your Gem parent has at 1st level; at 7th level you develop the abilities your Gem parent has at 3rd level; and so on.

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)


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 table 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.

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