Sorcerer
Base Class: Sorcerer

With an innate connection to the magical composites, you are able to form magical connections to gems an crystals that you find. Most individuals that possess this power come from a long lineage of those who study, experiment and honor the arcane elements that make up the ground of the earth. Although these arcane abilities are not hidden from public knowledge, it is more likely that people mistake those who are a magus of gems as one that has simply enchanted their equipment.  As a Gemstone Magus, you are easily able to enhance your weapons, armor and equipment with the powers of gemstones and be a flexible attack that can make any battle advantageous for them.

 

Level 3: Conduit of the Earth

Gems that you come in contact with are able to enhance your equipment with a variety of effects. Starting at 1st level, as a bonus action you may harness the power of a gem and enchant your weapons, armor or other magic items with a bonus according to the chart below. You can have two gem effects active at one time and they deactivate after 10 minutes. 

After a gem is used it's power is spent until it can be recharged. There are a variety of methods to recharge gems.

Short Rest: Recharges 2 Used Gems

Long Rest: Recharges All Used Gems

Metamagic: Use one Sorcery Point to recharge a gem.

Gem Effects
Gem Weapon Enhancement

Agate

Bands of color wrap around your weapon. On a successful hit, your target rolls a STR saving through or they are restrained by colorful bands until they are able to break free. The save is your Spell Save DC

Amethyst

A purple glow envelops your weapon. On a successful hit, you deal 1d4 psychic damage and they are coated in amethyst fractures. At the start of your next turn, they take another 1d4 psychic damage.

Bloodstone

Your weapon grows a sharp edge, green with red speckles throughout. Whenever you deal damage with this weapon you heal 1d4. The first time you would go over your max hp you gain Temp HP. (This ability scales with critical hits)

Cinnabar

Your weapon sprouts fragile red fragments. These fragments can be thrown out of your weapon up to 30ft away as a bonus action using the same Attack to Hit as your weapon. On successful hit, these fragments deal 1d6 fire damage and is set on fire.

Demantoid

Clusters of green gems grow from your weapon. Whenever dealing damage you deal an extra 2d4 bludgeoning damage and the target rolls a CON save on fail they are stunned until the start of your next turn.

Mimetite

Your weapon becomes shrouded in a cloudy ochre color. When attacking with this weapon a natural 19 is considered a critical hit. Whenever you roll a critical hit become invisible until the start of your next turn.

Pearl

An iridescent shimmer coats your weapon and the smell of the ocean is fresh on the breeze. While wielding this weapon you are able to breath underwater. On a successful hit, the target is drenched in water and considered wet.

Pyrite

Your weapon shimmers enticingly with a golden glow. On the start of enemy turns, any enemy within 20ft must make a WIS save or be charmed by you until the start of their next turn or until they take damage. When dealing damage to a charmed target, you deal 1d6 psychic damage.

Sapphire

Chilled mist rises from your weapon. When dealing damage with this weapon you deal an extra 1d4 cold damage and freeze any wet targets for 1 turn.

Zircon

Your weapon becomes encased in a yellow glow. When dealing damage with this weapon you deal 1d4 lightening damage and that damage is chained to any enemies within 15ft. 

Gem Armor Enhancement

Agate

Bands of color wrap around your armor. You are immune to being restrained or grappled. Whenever you are hit by an attack you are able to reflect 1d4 worth of damage back to the target. (Damage type is the same)

Amethyst

A purple glow envelops your armor. While wearing this armor, you are able to spend an action to cast the spell Detect Thoughts once per use. When taking any psychic damage reduce that damage by 1d6.

Bloodstone

Your armor gleams with green, red speckles decorating the shine. The first time you would be knocked unconscious while wearing this armor ignore it and go to 1 HP. Whenever you are healed, heal for 1d4 more.

Cinnabar

Your armor sprouts fragile red fragments. You are resistant to fire damage. Whenever you take damage deal 1d4 fire damage around you in a 15ft cube that ignites any targets within the range.

Demantoid

Clusters of green gems grow from your armor. While wearing this armor your AC is increased by +3. Once per use of this gem you may cast the shield spell on either yourself or an ally within 40ft.

Mimetite

Your armor becomes shrouded in a cloudy ochre color. When hit by a critical hit take 1d6 less damage. All allies within 15ft of you are able to get critical hits with a natural 19.

Pearl

An iridescent shimmer coats your armor and the smell of the ocean is fresh on the breeze. While wearing this armor you are able to breath underwater and have a swim speed of 30ft. Terrain around you in a 25ft radius is considered wet and difficult terrain for enemies.

Pyrite

Your armor shimmers enticingly with a golden glow. While wearing this gem, you create two realistic duplicates of your self that have an AC of 11 and move on your command. They distract enemies and dissipate when hit. During your use of the gem once all clones are gone, turn invisible until the start of your next turn. 

Sapphire

Chilled mist rises from your armor. You are resistant to cold damage. In a 15ft cube around you constantly emit cold air dealing 1d4 cold damage. Every consecutive turn a target is in this cube deal 1d4 more.

Zircon

Your armor becomes encased in a yellow glow. When you take damage retain 1d4 of the damage up to a total of 30. As a bonus action, you can activate your armor to release the stored damage to deal that much as lightening damage in a 15ft radius.

When building your character choose two gems to start with at your DM's discretion.

You are able to add more gems beyond these charts just work with your DM to figure out what gem you would like and the effects of that gem.

Your knowledge of these gems allows you to fully understand and ascertain all of their properties over the course of a short rest. Also, you are able to gain advantage on all rolls pertaining to gems. (Ex. Haggling to lower a gem price you would gain advantage on the persuasion roll) 

Level 3: Gemstone Scholar

Well versed within the studies of gems, you are able to spend time with any stone and understand what it is and any properties it may have magical or otherwise. At 1st level, taking a short rest you are able to properly identify gems and all of the knowledge pertaining to them.

You also gain advantage on any rolls that surround the nature of gems. (Ex. When trying to haggle the price of a gem you gain advantage on the persuasion roll)

Level 6: Gemstone Adept

Starting at 6th level, you are able to equip a 3rd gemstone and gemstone effects (dice rolls & amount of spell casts) are increased by 1. Also whenever you equip a new gem gain 1d6 + the amount of active gems equipped  in Temp HP if you don't already have Temp HP. 

Level 14: Generosity of the Stones

At 14th level, you are able to equip a 4th gemstone and gemstone effects (dice rolls & amount of spell casts) are increased by one. At this level you are also able to once per turn, consume a non-equipped gem to again another action during your turn.

Also three times per long rest you are able to bestow the powers of a gem upon all allies within 30ft of you for 1 turn. Granting them the powers of both the weapon and armor effect.

Level 18: Aspect of the Crystalline

At the 18th level, you can equip a 5th gem and gemstone effects (dice & amount of spell casts) are increased by one.

Also at 18th level, you can channel all of the powers of gems in your possession and become a conduit of pure arcane power. As a bonus action twice per long rest, you may activate this ability to gain all weapon and armor effects of all gems in your possession for 3 turns. This ability includes any gems that were already used previously. After the turns are up, all gems (besides the ones that were already equipped) are considered used for 2 turns. Once two turns have passed, all gems are refreshed. 

 

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