Homebrew Gem Species Details
Gems are a species of polymorphic sentient rocks who's bodies are actually hard-light projections emanating from their crystalline core.
Gem Traits
Your gemstone gives you many gifts.Gem Weapon
You are able to magically create up to two copies of a specific weapon of your choice and you are proficient with it. Creating and dispelling your weapon takes a bonus action. This weapon counts as magical for the purposes of overcoming any resistances. Being knocked unconscious or being otherwise incapacitated dispels the weapon.
Gem Strength
Gems and their fusions count as one size bigger when calculating their carrying capacity
Shapeshifting
You can take the shape any creature of large size or smaller with which you're familiar. While transformed, your abilities scale as such:
Tiny: Unable to attack, +6 AC
Small: -2 strength and dexterity, +4 AC
Medium: no change
Large: All melee attacks deal 1d4 extra damage, advantage on grapple checks, -2 AC
Fusion
As an action, you can fuse your body and mind with another humanoid creature. Touch another willing creature and roll to see if your fusion is successful. To successfully fuse, you must succeed on a charisma save. The DC is calculated using both the amount of creatures and the relationship of those involved.
Base DC:
- Strangers: 16
- Acquaintances: 12
- Ally: 10
- Friend: 8
- Family/Partner: 6
Additional DC bonus:
- 2 creatures: 0
- 3 creatures: +2
- 4 creatures: +6
- 5+ creatures: +(8+1 for every creature beyond 4)
The DC is equal to the highest applicable base DC + the additional DC bonus
To calculate the fusion's base stats, take the highest available of those involved and add all positive stat bonuses remaining. The size of the transformation and its applicable abilities are listed below:
Value of participant's sizes:
- Small: 0.5
- Medium: 1
- Large: 2
- Huge: 4
Size value translation (rounded down):
- Medium: 1
- Large: 2-3
- Huge: 4
- Gargantuan: 5-8+
Size Stat Bonuses:
- Medium: none
- Large: +1d4 to all non-spell attack damage, +10 walk speed
- Huge: +1d8 to all non-spell damage, +20 walk speed
- Gargantuan: Double all non-spell damage, +30 walk speed, +1 Extra action
Weapon Fusion: While fused, you can combine your component's nonphysical weapons together as a bonus action. This includes gem weapons, pact weapons, non-permanent weapons created by spells, and spiritual weapon. When fused, the weapon combines both damage die and gains all of their properties. If the weapon has both two-handed and versatile, it still requires two hands. The weapon's damage type can be any of the damage types available from the component weapons. This weapon uses charisma as it's modifier
PLAYING AS A FUSION
When you play as a fusion, you and the other participating creatures must all agree on their action beforehand. At any time, any of the participants can choose to disband the fusion as an action. Once an action is declared and confirmed, it cannot be rebuked by any member of the fusion, unless that member wants to disband the fusion. The fusion has access to all abilities granted to its component parts. This includes proficiencies, race abilities, spells, spell slots, class features, and feats.
Fusions calculate their health by combining the health of all participating parties. The fusion starts with temporary hit points equal to half the combined levels of all of it's components rounded down. If a fusion's health reaches 0, it is disbanded and all of it's component creatures are ejected with 1 health. When a fusion ends in this manner, the participating creatures cannot fuse for 1 hour. If the fusion is made of 3 or more creatures, 2 of the participating creatures could decide to stay together. They must succeed on their charisma save as if they were fusing again to remain intact.
UNIQUE WEAPON FUSION
Sometimes, when two weapons are fused, they combine into another kind of weapon completely based on their combined a attributes. For an easy reference, check the weapons table and chose a weapon that applies. Some combinations also yield extra results not applicable to the table. Creative combinations should be discussed with your DM, but some examples are below:
- whip + any other weapon with reach = any kind of bow
- any kind of bow + any two-handed weapon = Heavy Crossbow
- 3 or more martial weapons = Any other martial weapon +1 for every weapon component
Age
Gems are ageless and born mature. Gems can either be created magically or produced naturally, but they will always be "born" fully mature and will not grow during their lifetime
Size
Gems range from as small as faeries to as large as goliaths, you can chose your size from tiny, small, or medium. Along with your size, this will also decide your speed and ability score modifiers
Gem Trait
Gems are diverse and unusual, usually having one passive ability that sets them apart from the rest.
Hard-light Body
Your body is not physical, but is instead projected from your gem using magical hard-light. When you reach 0 hit points, you are reduced to a gem located somewhere on your body. While in this state you are immune to magical attacks.
If a spell attempts to disperse this magical projection, you must succeed on a charisma saving throw to retain your form with a DC of 8 + the spell's level. If your body is dispersed in this way, you are rendered unconscious and stabilized at 0 hit points. You can return in 1 minute, but you can take an hour to change your form. This change in form cannot change your size category, gem placement, or color, but most other features (including clothes) can be changed in this way.
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