Homebrew Gem Race Species Details
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.
Gem Race Traits
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 foreheWeapons
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 weapons for the purpose of overcoming resistance at level 10. 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.
Gems
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
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
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.you do not drop all your items onto the ground unless you die. 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.
Antimagic
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
Gem Glow. Your gemstone can produce a dim light to illuminate dark places. As an action, your gemstone can shine bright light in a 20 foot radius and dim light for another 20 feet.
Gem Weapon
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 weapons for the purpose of overcoming resistance at level 10. 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.
Languages
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
Subrace. You can choose Sapphire, Quartz, Ruby, Peridot, Lapis Lazuli, Pearl, Bismuth, or Half-Gem as your subrace.
Race...
General Racial Feats: Holoshifter: Holoshifter is a Racial Feat for all Gems, It can be found here https://www.dandwiki.com/wiki/Holoshifter_(5e_Feat), Gem Holder: Gem Holder is a Racial Feat for all Gems,
Comments