Base Class: Artificer
A Gemologist is an expert in the distillation and encapsulation of magical effects into crystalline forms, manifesting them as gems made of pure magic for later use. Gemologists are considered students of alchemy who rely on their magic gems and adaptability to be successful in their expeditions to societies’ frontiers.
Level 3: Tool Proficiency
You gain proficiency with the alchemist’s supplies, and jeweler's tools.
Level 3: Gemologist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Gemologist Spells table. These spells count as artificer spells for you, and they don't count against the number of artificer spells you can prepare.
Gemologist Spells
| Artificer Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Level 3: Gem Satchel
You gain a satchel that is used to craft your Arcane Gems by expending the relevant amount of Arcanum points, detailed under “Arcane Gems'' below. You must be attuned to your satchel in order to utilize it, once attuned it gains the following properties.
- Your Gem Satchel is a spell casting focus and can be used for casting your Artificer Spells
- Your Gem Satchel has 5 x your proficiency bonus maximum amount of Arcanum points. You regain all spent Arcanum points when you finish a long rest.
You know a number of Arcane Gems up to your 3 + proficiency bonus; when this amount increases, you learn new gems corresponding to the increased amount. Whenever you level up in this class, you may replace an Arcane Gem you know with one you don’t know. If you lose your gem satchel you may create another one by spending 100g and taking a long rest to craft it; you are automatically attuned to the newly crafted satchel.
Level 5: Crystallography
Whenever you spend 1 or more Arcanum points to produce an Arcane Gem, you may spend an amount, up to your Intelligence modifier, of additional Arcanum points to empower the gem's effects.
You gain a bonus to the amount of dice for one roll of the Arcane Gem equal to the amount of additional Arcanum points spent. That roll must restore hit points, or be a damage roll.
Level 9: Bag of Tricks
You may spend one of your magical item attunement slots to empower your Gem Satchel with one of the following effects. You may modify your gem satchel in this way multiple times. Being attuned to an effect counts as being attuned to a magical item.
Ignore Resistance
Damage dealt by your Arcane Gems ignores resistances.
Increase Range
Double the range of your Arcane Gems.
Increase Save DC
Increase the save DC of your Arcane Gems and artificer spells by 2.
Level 15: Crystal Arcaena
Whenever you create an Arcane Gem, you may transform it into a Crystal Arcaenum at no additional cost. Your Crystal Arcaena retain their potency indefinitely, even after a long rest, or until you die. You can only have up to your Intelligence modifier amount of Crystal Arcaena active at any one time, with the oldest Crystal Arcaenum losing its potency and crumbling to dust if you exceed this amount.
This effect allows you to store a limited amount of Arcane Gems empowered with your Crystallography class feature indefinitely.
Arcane Gems
The following is a list of Arcane Gems that you can create which have a default range of 60 feet, deal magical damage, and use your Artificer Spell Save DC.
As an action, you can reach into your Gem Satchel to retrieve an Arcane Gem, or produce one that you know; you may immediately use that Arcane Gem as part of the same action.
You may store any unused Arcane Gems in your satchel. Other than your Crystal Arcaena, gems stored this way lose their potency and crumble to dust at the end of your next long rest.
(0 points) Acid Gem
Make a ranged spell attack against a creature. The gem shatters into a fine acrid mist, and the creature takes 1d4 + your Intelligence modifier acid damage and has its AC reduced by 1 until the end of your next turn.
Cantrip Upgrade: The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
(0 points) Frost Gem
Make a ranged spell attack against a creature. A frosty blast chills the immediate area and the creature takes 1d6 + your Intelligence modifier cold damage, and gains disadvantage on its next weapon attack roll.
Cantrip Upgrade: The damage increases by 1d6 when you reach leve6s 5 (2d6), 11 (3d6), and 17 (4d6).
(0 points) Shocking Gem
Make a ranged spell attack against a creature. A spark of lightning arcs to the creature who takes 1d8 + your Intelligence modifier lightning damage, and can’t take reactions until the start of its next turn.
Cantrip Upgrade: The damage increases by 1d8 when you reach leve6s 5 (2d8), 11 (3d8), and 17 (4d8).
(2 points) Slime Gem
Make a ranged spell attack against a creature. Viscous slime erupts from the gem, and the creature takes 3d6 bludgeoning damage and is knocked prone. Each creature within 5 feet of the target must succeed on a Strength saving throw or be knocked prone.
(3 points - 5th level artificer) Cold Snap
Throw the gem at a point in range that you can see. Boreal cold explodes from the gem and each creature within 10 feet must succeed on a Constitution saving throw or take 3d6 cold damage, and reduce its movement speed by half until the end of your next turn. On a successful save a creature only takes half-damage and its speed isn’t reduced.
(3 points - 5th level artificer) Vitriolic Shatter
Throw the gem at a point in range that you can see. Acidic shards shower an area and each creature within 10 feet must succeed on a Dexterity saving throw or take 6d4 acid damage and until the end of your next turn, the next attack made against it has advantage.
(5 points - 9th level artificer) Inferno
A swirling sphere of fire erupts from an gem thrown at a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw or take 4d6 fire damage, or half-damage on a successful saving throw. The fire ignites any flammable objects not being worn or carried.
(5 points - 9th level artificer) Lightning Gem
Throw an gem and make a ranged spell attack against a creature you can see in range. Lightning arcs from the gem, and the creature takes 3d8 lightning damage and is stunned until the end of your next turn. Each creature within 10 feet of the target must succeed on a Dexterity saving throw or become stunned until the end of your next turn.
(7 points - 17th level artificer) Starburst
Throw the gem at a point in range that you can see. The gem shatters into motes of celestial light, filling a 10-foot radius sphere and each creature within the area of effect must succeed on a Constitution saving throw or take 5d6 radiant damage and be blinded for 1 minute. A creature may repeat the saving throw at the end of their turn, and is no longer blinded on a success. On a successful saving throw a creature takes half-damage and is not blinded.
(7 points - 17th level artificer) Void Gem
Throw the gem at a point in range that you can see. A sphere of pure darkness bursts forth and pulls everything towards it, and each creature within 20-feet must succeed on a Strength saving throw or be pulled up to 10 feet toward the sphere, take 4d6 force damage, and be immobilized until the end of your next turn. Any objects not tied down, or being worn or carried are also pulled toward the sphere. On a successful save, a creature is only pulled 10 feet toward the sphere.
Previous Versions
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