Base Class: Fighter
The Gemblade Savant is a master of crystalline resonance. Through alchemical forging and arcane channeling, you’ve created a modular weapon that houses slotted gemstones—each attuned to a distinct magical force. You don’t simply fight with steel; you fight with shifting elemental patterns, tactical resonance loops, and unleashed arcane power.
Gemblade Savants excel in planning and adaptability, choosing the right gem and the right sequence at the right moment. No two combats ever play out the same.
Crystalline Arsenal
At 3rd level, you have crafted a unique Gemblade, a weapon that can socket magical gems and channel their effects.
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Your Gemblade can take the form of any melee weapon you are proficient with. You can change its form during a short or long rest.
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It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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It has three gem slots, though you start with access to one active gem slot. You unlock a second slot at 7th level and a third at 15th level.
You craft and slot resonant gems—special gem-infused cores—into your weapon. You begin with two gem types from the Resonant Gem Table. You can craft more during a long rest using rare gem dust and tools. Your maximum known gem types equals your proficiency bonus. You can use the effect of one Gem only once per turn. You can use this featur a number of times equal to your fighter level.
You can swap your active slotted gems during a short or long rest.
Resonant Gem Table
| Gem Type | Effect When Slotted |
|---|---|
| Ruby (Fire) | When you hit a creature, they ignite with a lingering ember. At the start of their next turn, they take 1d6 fire damage. At 10th level, this increases to 1d8. |
| Sapphire (Cold) | When you hit a creature, it has disadvantage on its next attack roll if it moves before making the attack. |
| Emerald (Wind) | After hitting a creature, you can immediately move 10 feet without provoking opportunity attacks. At 10th level, this increases to 20 feet. |
| Onyx (Necrotic) | Once per turn when you hit, you regain hit points equal to half the damage you have dealt. |
| Topaz (Lightning) | If you move at least 20 feet before attacking, the target takes an additional 1d4 lightning damage and can't take reactions until its next turn. |
| Diamond (Force) | Once per short rest, you may unleash a shockwave when you hit. All creatures within 5 feet of the target must succeed on a Strength saving throw or be pushed 5 feet away. |
| Amethyst (Psychic) | When you hit a creature, it must succeed on a Wisdom saving throw or be unable to target you with attacks or spells until the end of its next turn unless you damage it again. |
Optional: Work with your DM to craft custom gems, or tie gem acquisition to quest rewards, NPCs, or rare crafting materials.
Additionally, you gain proficiency with jewelers tools.
Gem Resonance Combo
At 7th level, you learn to trigger resonance combos by sequencing attacks with different gem types.
When you hit with weapon attacks using different active gem effects on two consecutive turns, you may activate a resonance combo effect as a bonus action or part of a subsequent hit.
Example Combos:
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Sapphire + Emerald → Windwhip Shockwave: All creatures within 10 feet of the target must make a Strength save or be knocked prone.
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Topaz + Diamond → Force Surge: Target and one adjacent creature each take 1d8 force and are pushed back 10 feet.
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Emerald + Ruby → Flame Siphon: Target takes 1d6 fire damage and must succeed on a Con save or ignite (1d6 fire per turn, ends with an action).
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Sapphire + Amethyst → Mindlock: Target has disadvantage on Intelligence and Wisdom saves until the start of your next turn.
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Onyx + Diamond → Echo Shatter: Deal 1d8 force damage; if the target drops to 0 HP, you regain five gem uses.
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Topaz + Emerald → Phase Shift: You teleport 15 feet and your movement doesn't provoke opportunity attacks this turn.
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Amethyst + Ruby → Searing Mirage: Deal 1d6 fire and 1d6 psychic damage; target must make an Int save or have disadvantage on attacks until your next turn.
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Diamond + Sapphire → Crystalline Slam: Target and one adjacent creature must succeed on a Strength save or be knocked prone and pushed 15 feet.
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Onyx + Amethyst → Dread Leech: Target must make a Wisdom save or be frightened until the end of its next turn; you gain temporary HP equal to the psychic damage dealt.
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Ruby + Sapphire → Blinding Blaze: Target must make a Con save or be blinded until the end of its next turn; takes 1d8 fire damage on a failed save.
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Topaz + Onyx → Nerve Crash: Target must make a Con save or lose its reactions until the end of its next turn; on a failed save, regain one gem use (once per rest).
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Emerald + Topaz → Velocity Break: You teleport 15 feet and gain advantage on your next Dexterity saving throw before your next turn.
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Amethyst + Emerald → Ghost Step: You become invisible until the start of your next turn or until you attack; gain advantage if you moved 10+ feet this turn.
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Ruby + Diamond → Combustive Detonation: Hit causes a 5-foot explosion; all creatures in range must make a Dex save or take 1d6 fire and 1d6 force damage.
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Sapphire + Onyx → Grasp of Shadows: Target must make a Strength save or be restrained by necrotic chains until the end of its next turn.
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Topaz + Amethyst → Static Doubt: Target's next attack has disadvantage; if it misses, it takes 2d6 lightning damage.
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Emerald + Diamond → Blade Reflex: You gain one extra reaction until the start of your next turn (can only be used for opportunity attacks).
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Ruby + Onyx → Lifeburn: Target takes additional necrotic damage equal to your Fighter level and can't regain hit points until the end of its next turn.
You may use Gem Resonance Combo a number of times equal to your proficiency bonus per long rest.
Overload Gem
At 10th level, you learn to channel unstable gem energy through your blade.
As a bonus action, you may overload one of your currently slotted gems. Its effect is doubled (e.g. bonus damage, save DC, push distance) until the end of your next turn. Afterward, the gem becomes unstable and cannot be used again until you finish a short or long rest.
You can overload a gem once per short or long rest.
Prismatic Mind
At 15th level, you can read and anticipate magical energy patterns.
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You gain resistance to the damage type of one of your currently slotted gems (you choose which one at the end of your long rest).
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Once per turn, when you are targeted by a spell that deals the same damage type as one of your gems, you may use your reaction to redirect half the damage to another creature or object within 10 feet of you.
Crystalstorm Execution
At 18th level, you unleash the full power of your gem-forged arsenal.
Once per long rest, as an action, you may activate Crystalstorm Execution:
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All three gem effects are activated at once for the next 3 rounds.
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Your attacks explode with additional arcane energy: once per turn, choose one gem effect to trigger twice.
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Any creature damaged by your weapon must make a Constitution save (DC = 8 + your proficiency bonus + your Strength or Intelligence modifier) or suffer disadvantage on spellcasting ability checks and saving throws until the start of your next turn.
While active, you shed shimmering light in a 20-foot radius.







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