Homebrew Gemstone Species Details
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 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.
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 fertile ground—any soil or rock which has not been artificially sapped of lifeforce—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 their 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 centres 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 the written medium. However, some records and memoirs of major events affecting Gemkind have been found.
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 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, instead, you and your items are put into a bubble, around 5 feet in area, Which last until either you stabilize, or you fail your save's and die. The bubble will use your AC and if hit, counts normally to the death save as a fail. You still make death saves and 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. This can also be used outside of falling unconscious if the gem user wants to turn into it.
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 a bright light in a 20-foot radius and dim light for another 20 feet.
Gem Weapon. All gems have a Gem Weapon stored within their gemstone that may be summoned in the same way that other races may draw regular weapons. A gem may choose any suitable common nonmagical weapon to be their starting Gem Weapon. The Gem Weapon can be replaced by any other suitable weapon during a Long Rest. When this is done, the Gem Weapon being replaced is destroyed and cannot be recovered. The new gem weapon will keep any properties it may have. Gem weapons that require attunement are automatically attuned to their owner and take up an attunement slot. All gem weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical damage. Ranged Gem weapons do not require ammunition to fire, and gem weapons that are no longer being held by their owner, such as ones that have been dropped or thrown, will disappear at the end of each turn ready to be summoned again from their gemstone. You are considered proficient with your gem weapon.
Mutable Appearance. As Gems body and appearance are a manifestation of light, Gems can change their cosmetic appearance every time they are poofed should a gem go through this change they cannot change color, cannot change their size to the point where they become a different size category, and they cannot gain or lose any physical benefits from this change. The change is purely cosmetic.
Bubbling. All gems have the ability to put small objects or creatures inside bubbles the color of their gemstone, they can then teleport this bubble and the object/creature to their home (or whatever is the closest thing to home).
Gem Fusion. When 2 or more gems have a particular bond, friendship, or relationship, they can fuse, this will make their hit points add, the items they are holding fuse in a particular way, making their AC add up too, their sizes also combine. At this point their Gem weapons will fuse into a sole item, having special abilities. The weapon or item must be decided by both parts of the fusion, or if it’s made by a PC and a NPC, the PC will chose it.
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.
Gemstone Traits
30ft speed, medium size, light, 100 years and older, common.Ability Score Increase
Gems vary widely in their innate capabilities. Your ability score changes vary by Gem type.
Immunity
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.
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
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 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, instead, you and your items are put into a bubble, around 5 feet in area, Which last until either you stabilize, or you fail your save's and die. The bubble will use your AC and if hit, counts normally to the death save as a fail. You still make death saves and 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. This can also be used outside of falling unconscious if the gem user wants to turn into it.
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.
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.
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