Homebrew Gem Bound Species Details

Gem Bound (also referred to as The Bound or Bound) are a race of people who were said to be eradicated during the fall of the empire. The large gemstones in their chest are pure concentrated mana and act similar to a heart, giving the Gem Bound life and energy. They were hunted and killed for their gemstone to be used by others in an arms race to gain more control over mana during the fall. 

To help justify the past killing of Gem Bound, rumors were spread that the Bound are soulless beings or akin to monstrosities. Scholars and historians are aware that this is not the case and that the Bound are a sentient and humanoid species. Nowadays the few Gem Bound left live hidden among elves and humans or on the fringes of society. Most have become reclusive or hermits and stay far away from others. They are able to sense other Gem Bound nearby from a warm feeling inside their gemstone, but only when they wish to seek others out.

Gem Bound often hide their identities by posing as elves due to their pointed ears. They have hair and eye colours similar to the large gemstone core embedded in their chest just below the clavicles near the top of the sternum. The gemstones can be any precious or semi-precious gem (ie. rubies, sapphires, quartz, bloodstone, etc.) and familial lines are known to have stones of similar composition to other blood relatives. Skincolour varies to the location they were born in and are similar to humans in that regard.

Gem Bound can live roughly 300 to 400 years as long as their gemstone stays intact. Removing, or shattering their gemstone results in an instant death and any injury sustained to their gemstone can greatly impact their life expectancy or leave them physically disabled. Gemstones can not be healed when damaged.

 

Life on the Run

Though most surviving Gem Bound manage to hide in plain sight among humanoid cities, they do not stay in one place for long. For this reason the species is widely considered nomadic. Many take up jobs as entertainers, traveling warriors, treasure hunting raider or wandering monks. They often live in solitary or with a small group of trusted souls. A group of Bound who travel together is called a Cluster, though most will distance themselves from other Bound, choosing to travel with one or two others so they do not create an easy target.

The Gem Bound believe that during the fall of the empire some managed to escape and are now surviving on other planes or in the Astral Sea. Hunters still exist and scour for the location of Bounds in hopes of harvesting their gemstones to sell on the black market and in underground trades. Hunters follow any lead they hear of knowing that bringing in a single harvest will give them enough gold they can comfortably live out the rest of their days. When hunting it is advised to knock out the target and remove the gemstone while whole. Gemstones with cracks or scratches are still worth a lot but nowhere near a much as one that is still whole. Artifacts and magical items exist with Bound gemstones intact and can also be sold at high prices.

Despite a life of constant upheaval and caution, the majority of Gem Bound are hopeful and optimistic. They want to see their people prosper and flourish against all odds.

 

Magic at a Cost

Many Gem Bound choose not to use mana, weave or magic despite carrying a capacity to do so. Magic use is heavily connected to the species' downfall and regarded as profane or harmful. Use of magic also draws power from their gemstones. A Gem Bound that wields magic can be extremely powerful but at the cost of shortening their life span. Druidic arts are recognized by some as being a safe practice of magic because of its connections to the natural world, but this is not a view shared my all Bound.

Older or more experienced Gem Bound can learn to turn themselves to stone. This skill can be used for protection. When in stone form a Bound's can survive for many years. Time will erode them and when they come back there is no guarantee they will still be in as good a condition as they were when they entered the stone form.

 


 

Gem Bound Traits

As a Gem Bound, you have the following traits.

Creature Type

You are a Humanoid.

Size

You are Medium (about 5–6 feet tall).

Speed

Your speed is 30 feet.

Darkvision

The inner glow of your gemstone guides you. You have Darkvision with a range of 60 feet.

Inner Strengths

The Gem Bound have been hunted for years and have learned how to survive. Gain proficiency in Survival. Being a Gem Bound allows you to choose between Strength, Wisdom and Constitution. Increase one of these scores by 2 and another one by 1, or increase all three by 1. None of these increases can raise a score above 20.

Guiding Light

Your gemstone is able to shed light at will. You can create a light that shines in a 10 foot radius around you for up to 30 minutes.

One with their Gemstone

Due to the Gem Bound's strong connection to their gemstone they are granted the ability to turn their flesh to stone or harden gems. Starting at level 3 the player may use an action to change their flesh to stone. This give you resistance to nonmagical bludgeoning, piercing, and slashing damage for 10 minutes. Can only be used once per long rest.

Bolstered Supply

You call upon reserves from your gemstone to give yourself a boon of energy.

Starting at level 5 as a bonus action once per long rest you can choose one of the following:

  • Recover 1d10 + level in health
  • Recover a spell slot (½ your level rounded down)
  • Take a second action during combat (cannot be stacked with Haste or Action Surge)

Your gemstone sheds a 5 foot radius of light around you and for the rest of this turn incoming attacks have advantage on you.

Languages

Your character knows three languages: Common, Primordial and one you roll or choose from the Standard Languages table. Knowledge of a language means your character can communicate in it, read it, and write it. 

Your class and other features might also give you languages.

The Standard Languages table lists languages that are widespread on D&D worlds. Every player character knows Common, which originated in the planar metropolis of Sigil, the hub of the multiverse. The other standard languages originated with the first members of the most prominent species in the worlds of D&D and have since spread widely.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2026 3:08:15 AM
7
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes