Base Class: Wizard
A GemCrafter (Inspired by the Gemcraft games made by Game In a Bottle) is a wizard who has taken up the manifestation of a strange form of magic called "Mana" to create, and empower palm sized gems called "Mana Gems" which can be used to defend a particular area from foes they are aware of by any means so long as they know exactly where said foes are in relation to the socketed gem being used.
Mana is a fragile energy however, and is by no means a perfect defense from all foes as manifestations of it in gem form can usually be shattered in one swing if not fed enough Mana, or simply removed if a foe is smart enough to remove it from the socket. The most common example of this issue, is when a foe uses "Mage Hand" or something of a similar nature to pluck it out from a safe distance, though it is so common, that talented GemCrafters have developed ways to counter this, such as a glyph of warding, long range tower gems, invisibility, camouflage, well placed anti-magic fields, complex sockets and a common favorite; tree sap mixed with a bit of charcoal! Though the problem of it being destroyed can't truly be solved as most methods of protecting the gem hinder it from attacking any targets.
One of the problems GemCrafters have, is attempting to cast traditional spells (non-cantrips) without help, and need to use Mana gems, and a spell slot to store the spell for a short period of time. and because of this, they can't cast some of the strongest spells without a scroll, or a creature you trust who understands Mana, and succeeds a difficult arcana check per spell stored (GemCrafters automatically succeed on their own gems, but have advantage on other GemCrafter Gems). Attempting to store a spell in a Mana Gem without permission results in automatic failure. The spell is cast upon use as a gem bomb.
If a GemCrafter has a gem lying around, they can crack it to the point where it becomes unstable, and explodes in 1 to 4 rounds depending on how long the GemCrafter wants them to last. Gems also explode instantly if destroyed by any means and isn't preserved by Mana from the original Crafter. The GemCrafter can also dispel them for mana if in a pinch.
Sometimes, a GemCrafter will make a very unique Mana Gem that lasts an incredible amount of time, and doesn't need to be fed Mana to stay in tact. These Mana Gems are typically used to trap specters, the souls of the undead, or powerful entities in order to contain them for transport, or separate them from their source of life long enough to keep them dead, or keep them trapped for years, Because these Mana Gems can be used as if they were their own planes of existence, and put contents into a stasis of sorts where they can't be affected by time.
Gemcrafters are also talented at crafting magic items and can use their Mana in the morning to craft better items faster.
Variant Rules: Your DM may choose any number of these to apply to ALL gemcrafters.
- Gems must be held or socketed. Otherwise they dispel at the end of your next turn.
- You start combat with 5 mana cap, but can spend mana equal to half your current cap to add 1 to the cap (no action). Resolve mana cap issues as you wish.
- Gems you conjure take 1 mana cap for every 60 ft. away you are, rounding to the highest 60 (min 1 mana, resulting in 120 ft. range for 2 cap, or 65 for the same value). This caps at 5 mana per gem
If your DM approves this option, there are custom shadow monsters that can sometimes come to try and hunt you. The list consists of, Shadow Giant, Shadow Reaver, Shadow Spitter, and Shadow Swarmling. (Located in the monsters homebrew section of this site)
Final Note: This class restricts your ability to have 6th-9th level spell slots, and dndbeyond does not account for this. So know that while the rest of your spell progression is normal, you cannot learn 6th-9th level spells, unless your DM says otherwise.
Mana Gems and Mana (blue)
Mana Gems and mana are the center point of any and all GemCrafters and set them apart from other wizards. Mana is a currency used by this subclass to create, and enhance gems as well as modify them in other ways. Mana is represented by tokens with a base cap of (2*ClassLevel + 1 - ExistingManaGems) and base regeneration of 1 Mana per turn (6 secs).
Starting at 2nd Level, GemCrafters automatically unlock the Craft Gem spell and can spend 100 gp (when they have it) to get the appropriate value of gems of one color (unless GM says otherwise, but they MUST provide a way to summon gems, or this sub-class is nothing). They also start to have trouble casting non-cantrip spells with traditional methods, but can use a spell slot to prepare a spell in a gem for 1d100 minutes, or until used.
Mana Gems can be used to apply various effects to harm or aid depending on the gem color, or can be used to cast spells after being primed (gem bomb). They can also be placed into: Towers and Traps in order to focus the effects in particular ways, but they need 1 round to socket before they can start to attack. Removing a socketed gem requires an arcana check (DC: spell modifier) and a bonus action in order to figure out how to pull it out if you are not the creator, then spend an action to remove it.
Towers are immobile structures that are 5 ft. tall and 2 ft. wide both ways that can be built from stone, earth or any solid material, that can hold a gem that can attack every so often after it sockets (See Spell for more info). They can be destroyed by bludgeoning or force damage (Caster Level*5 HP, 14 AC), and block movement.
Traps are usually immobile holes in the ground about 3" deep or so, but can be placed above ground if made with tower materials, and can be any size as long as it can fit a gem, but no larger than 5 ft.. after being socketed with a gem, traps can attack any creature that steps into it at 2x attack rate, but only deal DF in Damage (See Spell for more info). Traps can be filled in, but do not hinder movement.
Gem Bombs are ranged attacks that require a bonus action to prime, and an action to throw. Anybody can throw a gem bomb once primed, but a GemCrafter has to prime them first, and a gem bomb detonates after 1 to 4 rounds at caster choice. If destroyed with force, a Mana Gem detonates instantly as if it had been a Gem Bomb, but if destroyed with magic effects that did not involve cracking the gem, such as acid damage, necrotic damage, radiant damage, counterspell or anti-magic of any sort cause the gem to disintegrate harmlessly, even if primed. The original GemCrafter can dispel a gem at any time with a bonus action (See Spell for more info).
GemCrafters tend to have a knack for crafting magic items, but tend to be inspired in the mornings (your GM chooses an effect, or rolls for it) and can use 1 or more Mana cap per hour (recovered after a long rest) in addition to the normal cost, in order to double the crafting speed, but the item needs to be recharged with 1 Mana per charge even if it normally would not have one (depending on how much Mana was used per hour eg. chestplate +1 crafted with 2 mana per hour would have 2d4 charges that can be expended when you are hit, but applied before the roll) before it can recharge after a rest (simple: Have GemCrafter spend Mana, then rest to Charge.) depending on the item recharge time of course. Some potential inspiration effects include: Craft the item with full charges, increase the charge cap by 1d4, craft a linked copy that recharges/discharges with the original and can be used to recharge the original (effectively 2 people can share the item wherever they are), or the resulting effect lasts longer (your GM can be creative here). But you need to be inspired for 50% of the time you spent actually crafting it, and to have spent Mana in order to actually obtain the inspiration bonus. You also gain proficiency in 1 kind of crafting tool.
Gem Specialization (Green)
At level 6, you may choose to specialize in either Structures, Gem Bombs, or Spells.
Structure Specialization lets you socket gems instantly in structures.
Gem Bomb Specialization causes gem bombs to spawn Gem Wasps on detonation that attack SF times (they move on attack), or last 1d4 turns before disappearing.
Spell Specialization allows you to cast spells normally for 1 Spell slot as per usual.
Gem Bomb Specialization
Gem Bombs leave behind Gem wasps that preforms a melee gem attack on targets in range up to SF times once per turn (depending the stats of the gem used), and moves to the same spot as the target every attack. the wasp lasts SFd4 turns.
Spell Specialization
You can cast spells without putting them into a gem first, with normal casting rules applied at the cost of 1 Mana per spell.
Structure Specialization
Your gems no longer need time to socket, and can start attacking immediately.
Mana Flow (Purple)
at level 10 you gain the option to either open up and recover more mana every turn, or concentrate it to make it stronger, enabling your gems to absorb an extra hit every round.
Concentrated Mana
Mana Gems you create don't need Mana to stay in tact the first time they take a hit each round, starting on your turn.
Open to Mana
Every round you regenerate 2 Mana instead of the normal 1 per turn.
Gem Of Worlds (Red)
At level 14, you can craft one Gem of Worlds for 4000 GP of any gem dust (Consumed) after a long rest as long as you don't have another in any existence somewhere. These Mana Gems don't break as easily as others, requiring 20 damage in one round to break if unprotected, but can't be broken by other ordinary methods. Because of the durability of these Mana Gems, they are often used as either permanent sentries to stop invading forces, transport really quickly, or to serve as a prison for entities and creatures for an extended period of time. Though it is useless for many purposes that Mana Gems would normally be destroyed by, or require instability (e.g. Gem Bombs).
A Gem of Worlds can be used in a tower or trap as a colorless Mana gem with level 4 in each upgrade, like any other gem, but has no magic effect.
It can be placed in the middle of a circle of 10 Mana Gems and used to teleport any amount of objects within a 30x30 ft area to a location that the GemCrafter is familiar with, though the Gem of Worlds is left behind and can be retrieved once you return by another method.
The last use for a Gem of Worlds is trapping an entity or creature inside. This involves a 4 round ritual that requires the gem, spellcasters of a collective level equal to, or greater than the HP of the target divided by 10 (TargetHP/10) where non-gemcrafters must make an arcana check (DC 18) or only benefit half their level, and a spellcasting focus while you perform the incantation, though breaking eye contact or being attacked results in interruption if it's just a participant, but automatic failure if it's the original crafter of the gem. Trapped targets are considered in another plane of existence and put into a stasis of sorts where they can attempt to break out by making an arcana check (DC 20) once per day, where 10 successful attempts results in freedom, causing the Gem of Worlds to break. Other ways out include the gem passing through an anti-magic field, some force or power breaking the gem, or a GemCrafter setting you free. A Gem of Worlds cannot be used for more than one purpose at once.
Some rumors are not unheard of about a variant of this called a "Gem of Eternity" that can never be destroyed, but nobody has been able to prove that it even exists.
Previous Versions
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3/2/2020 2:07:29 AM
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