Homebrew Gem Kind (Steven Universe Based/AU - 0.51) Species Details
Gem Kind (Race)
Ability Score Increase. Varies by subtype (see below).
Age. Gems mature quickly and can live for centuries or longer.
Size. Medium (4'8" to 6'6" feet tall, humanoid form).
Speed. 30 feet.
Constructed Physiology. You do not need to eat, drink, breathe, or sleep, but you can if you wish. You are immune to exhaustion caused by lack of food or water.
Gemstone Body. You have resistance to one damage type based on your subtype.
Languages. You can speak, read, and write Common and one additional language of your choice.
As a member of the Gem Kind, your magical nature and rigid upbringing under the Homeworld Empire grant you unique abilities and features. Your gemstone is the core of your being, shaping your powers, appearance, and place in society.Darkvision
You have Darkvision with a range of 60 feet.
Gem Awakening
Gem Subtypes
Each subtype represents a specific gemstone with thematic features. Choose one.
White Diamond
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Ability Score Increase: +2 Charisma, +1 Wisdom
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Damage Resistance: Radiant
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Proficiency: Insight
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Power (Blinding Radiance): Once per long rest, you emit a burst of radiant light in a 15-foot radius. Creatures of your choice must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. Additionally, each affected creature takes 1d6 radiant damage on a failed save.
Blue Diamond
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Ability Score Increase: +2 Intelligence, +1 Constitution
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Damage Resistance: Lightning
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Proficiency: Arcana
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Power (Static Discharge): Once per short rest, when you hit a creature with a melee or ranged attack, you can deal an extra 1d6 lightning damage. Additionally, the target must succeed on a DC 13 Strength saving throw or be pushed 5 feet away.
Periwinkle Diamond
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Ability Score Increase: +2 Dexterity, +1 Constitution
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Damage Resistance: Cold
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Proficiency: Stealth
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Power (Frostbite Strike): Once per short rest, when you hit a creature with a melee attack, you deal an extra 1d6 cold damage and reduce the target’s speed by 10 feet until the end of their next turn.
Orange Diamond
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Ability Score Increase: +2 Strength, +1 Charisma
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Damage Resistance: Fire
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Proficiency: Intimidation
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Power (Flame Burst): Once per short rest, as an action, you can cause a burst of fire centered on yourself in a 10-foot radius. Creatures you choose must make a DC 13 Dexterity saving throw or take 3d6 fire damage and half damage on a successful save.
Red Diamond
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Ability Score Increase: +2 Strength, +1 Dexterity
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Damage Resistance: Force
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Proficiency: Athletics
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Power (Forceful Strike): Once per short rest, when you hit with a melee attack, you deal an extra 1d6 force damage and can push the target 10 feet away if they fail a DC 13 Strength saving throw.
Pink Diamond
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Ability Score Increase: +2 Charisma, +1 Intelligence
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Damage Resistance: Psychic
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Proficiency: Persuasion
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Power (Mind Lash): Once per long rest, you can target one creature within 30 feet. The target must succeed on a DC 13 Intelligence saving throw or take 4d6 psychic damage and be stunned until the end of its next turn.
Lime Diamond
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Ability Score Increase: +2 Dexterity, +1 Constitution
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Damage Resistance: Acid
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Proficiency: Nature
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Power (Corrosive Touch): Once per short rest, your melee attacks deal an extra 1d6 acid damage for 1 minute.
Chartreuse Diamond
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Ability Score Increase: +2 Intelligence, +1 Wisdom
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Damage Resistance: Necrotic
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Proficiency: Medicine
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Power (Life Siphon): Once per long rest, when you hit a creature with a melee attack, you deal an extra 1d6 necrotic damage and regain hit points equal to half the necrotic damage dealt.
Green Diamond
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Ability Score Increase: +2 Constitution, +1 Wisdom
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Damage Resistance: Poison
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Proficiency: Survival
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Power (Toxic Cloud): Once per long rest, you can exhale a 10-foot cone of poisonous gas. Each creature in the area must make a DC 13 Constitution saving throw or take 3d6 poison damage + 1d6 poison damage (4d6 total) and be poisoned for 1 minute.
Purple Diamond
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Ability Score Increase: +2 Charisma, +1 Dexterity
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Damage Resistance: Thunder
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Proficiency: Performance
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Power (Thunderclap): Once per short rest, you emit a thunderous shockwave in a 10-foot radius. Creatures must make a DC 13 Constitution saving throw or take 2d8 thunder damage + 1d6 thunder damage (3d8+1d6 total) and be deafened for 1 minute.
Emerald
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Ability Score Increase: +2 Intelligence, +1 Charisma
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Damage Resistance: Psychic
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Proficiency: Insight and History
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Power (Fleet Commander): Once per long rest, you can grant up to three allies within 30 feet advantage on initiative rolls and increase their movement speed by 10 feet for 1 minute.
Garnet Subtypes
Hessonite (Orange Garnet - Strategist)
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Ability Score Increase: +2 Intelligence, +1 Strength
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Damage Resistance: Fire
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Proficiency: History, Insight
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Power (Tactical Command): Once per long rest, you can grant an ally within 30 feet an additional reaction this turn.
Demantoid (Yellow-Green Garnet - Technician)
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Ability Score Increase: +2 Intelligence, +1 Dexterity
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Damage Resistance: Lightning
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Proficiency: Investigation, Arcana
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Power (Tech Savant): Once per long rest, you can cast Mending or Identify without components.
Pyrope (Pink-Red Garnet - Aristocrat)
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Ability Score Increase: +2 Charisma, +1 Constitution
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Damage Resistance: Fire
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Proficiency: Persuasion, Performance
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Power (Noble Presence): Once per long rest, you can charm all humanoids within 15 feet for 1 minute (Wisdom save DC 13 negates).
Sapphire (Noble Seer)
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Ability Score Increase: +2 Wisdom, +1 Charisma
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Damage Resistance: Psychic
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Proficiency: Insight, Perception
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Power (Future Sight): Once per long rest, you can reroll one attack roll, saving throw, or ability check you or an ally within 30 feet makes.
Morganite (Architect)
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Ability Score Increase: +2 Intelligence, +1 Dexterity
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Damage Resistance: Force
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Proficiency: History, Investigation
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Power (Creative Construction): You can cast Mold Earth cantrip at will and once per long rest cast Fabricate.
Aquamarine (Assistant to Diamonds)
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Ability Score Increase: +2 Charisma, +1 Intelligence
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Damage Resistance: Cold
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Proficiency: Persuasion, Insight
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Power (Diplomatic Envoy): Once per long rest, grant advantage on Persuasion checks for yourself and allies within 30 feet for 10 minutes.
Lapis Lazuli (Terraformer)
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Ability Score Increase: +2 Strength, +1 Wisdom
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Damage Resistance: Cold
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Proficiency: Athletics, Nature
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Power (Water Shaping): You can cast Shape Water cantrip at will and once per long rest cast Control Water.
Topaz (Soldier/Bodyguard)
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Ability Score Increase: +2 Strength, +1 Constitution
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Damage Resistance: Thunder
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Proficiency: Athletics, Intimidation
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Power (Guard’s Stance): Once per short rest, you can impose disadvantage on attack rolls against an ally within 5 feet until the start of your next turn.
Zircon (Lawyer)
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Ability Score Increase: +2 Intelligence, +1 Charisma
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Damage Resistance: Psychic
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Proficiency: Persuasion, Insight
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Power (Legal Mind): Once per long rest, you can cast Zone of Truth without components.
Nephrite (Pilot/Colonizer)
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Ability Score Increase: +2 Dexterity, +1 Wisdom
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Damage Resistance: Poison
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Proficiency: Piloting (use Vehicle (Air or Water)) and Survival
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Power (Starship Pilot): Advantage on vehicle piloting checks and you can breathe normally in space or underwater for up to 1 hour.
Agate (Administrator/Bodyguard)
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Ability Score Increase: +2 Charisma, +1 Strength
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Damage Resistance: Force
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Proficiency: Intimidation, Insight
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Power (Command Presence): Allies within 10 feet add +1 to attack rolls for 1 minute once per long rest.
Rose Quartz (Defender)
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Ability Score Increase: +2 Constitution, +1 Wisdom
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Damage Resistance: Radiant
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Proficiency: Medicine, Athletics
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Power (Protective Aura): Once per short rest, grant yourself and allies within 10 feet temporary hit points equal to your level + Charisma modifier.
Amethyst (Soldier)
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Ability Score Increase: +2 Strength, +1 Constitution
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Damage Resistance: Thunder
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Proficiency: Athletics, Intimidation
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Power (Battle Roar): Once per short rest, you can emit a thunderous roar; all enemies within 15 feet must make a Wisdom save or be frightened for 1 round.
Pearl (Servant/Entertainer)
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Ability Score Increase: +2 Dexterity, +1 Charisma
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Damage Resistance: Psychic
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Proficiency: Performance, Sleight of Hand
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Power (Graceful Motion): Advantage on Acrobatics and Performance checks once per long rest.
Spinel (Entertainer/Jester)
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Ability Score Increase: +2 Dexterity, +1 Charisma
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Damage Resistance: Thunder
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Proficiency: Acrobatics, Performance
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Power (Elastic Form): You can cast Expeditious Retreat on yourself once per short rest.
Gem's Resistance
Gem's Resistance. Your naturally tougher skin gives you an extra layer of protection. When you aren't wearing armour, your base AC is 13 + your Dexterity modifier. You can use your natural armor 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 natural armor.
Light Form
Light Form. Your physical form is directly tied to your gemstone. Once per long rest you can use this ability to poof when your life reaches 0, making your conscience retreat to your gemstone. Your gemstone takes the extra damage. At the end of a long rest, you must roll a d20 to determine how much life your gemstone regenerates. If your gemstone's life reaches 0, you are shattered. Your gemstone has 20 hit points.
Fusion
Fusion Build
When creating a fusion, apply the following guidelines:
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Ability Scores: Average each shared ability score between participants. If there are more than two Gems, average the three highest and discard the rest.
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Hit Points: The Fusion has hit points equal to the highest current HP of the fused participants + half of each additional participant’s current HP (rounded down).
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Proficiencies: The Fusion gains proficiency in any skill, tool, weapon, or saving throw known by at least two of its participants.
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Languages & Features: The Fusion knows all languages known by its parts and retains all racial traits of the base Gem Kind race. The Fusion does not gain class features unless permitted by the DM.
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Actions: The Fusion can use any feature or spell known by its parts but must adhere to action economy as normal.
Instability Check
Fusions can become unstable under emotional strain, disharmony, or conflicting intent. At the end of any turn where:
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The Fusion takes damage exceeding 25% of its maximum HP, or
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The Fusion performs an action in which the parts are emotionally or morally opposed, or
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One of the participants begins to resist the fusion internally,
…the Fusion must make a DC 14 Wisdom saving throw using the lowest Wisdom modifier among the participants.
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On a success: The Fusion remains stable.
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On a failure: The Fusion immediately ends. Each participant reappears in an unoccupied space within 5 feet of the last fused location and takes 1d4 psychic damage.
Optional: Voluntary Unfusion
Participants can willingly defuse as a bonus action. No damage is taken.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/5/2025 8:40:42 PM
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0
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1
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0.5
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Coming Soon
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