Base Class: Artificer
A Gemshaper is an Artificer who focuses on augmenting their role in the Combat sphere, while maintaining the Artificer's normal ability in the other two pillars of adventure (Social and Exploration). Gemshapers are usually members of the officially sanctioned Aryssan study into artifice, as the process of becoming a Gemshaper is usually the result of a near fatal accident or long term exposure to corrupted artifice, and only through the careful ministries of the Aryssan church or other potent healing magic does the Gemshaper recover to return to a life of adventuring. Unlike other Artificers, a Gemshaper's profession is known by all who see the mutated arm and the slowly spreading crystal infection throughout the Gemshaper's body.
Play a Gemshaper if...
- You want to delve into the world of artifice and learn of lost magic and technology from the Sun God's realm.
- You want to be inherently magical.
- You want to explore the world of the Everbright or the mystery of the living crystal known as the gem mind that lies within.
- You imagine your Gemshaper as someone shaped by a accident, tragic or happy.
Building a Gemshaper: Like all Artificers, your Intelligence should be one of your primary concerns. Due to your ability to enchant your crystalizing arm with your Artificer infusions, a heavier focus on Dexterity, Strength and Constitution may also be warranted if you wish to make use of your expanded melee capabilities.
Gemshaper Bonus Spells
3rd Level (1st Level Spells): Unseen Servant and Color Spray
5th Level (2nd Level Spells): Arcane Lock and Knock
9th Level (3rd Level Spells): Glyph of Warding and Hypnotic Pattern
13th Level (4th Level Spells): Fabricate and Secret Chest
17th Level (5th Level Spells): Arcane Hand and Creation
Gem Symbiosis
Your work with the living gem mind excavated from the Everbright and empowered by the Cerulean Mystery has permanently altered your biology, making you one with your own Artifice. Your dominant arm is now coated in the living gem mind, a sky to dark blue gemstone. So long as you are under the effect of Gem Symbiosis:
- You have Resistance to Poison damage
- You have Advantage when making a Save against becoming Poisoned
- As long as you carry nothing in that hand, you may use that hand for both Somatic and Material components for your spells, even of other classes
- You may, at will, cause your arm to shed a dim blue light for up to 15-feet
- Your arm is Magical for purposes of Detect Magic, obscuring any other magical auras on you
- When making an unarmed attack with your arm effected by Gem Symbiosis, you instead deal 1d6 magical bludgeoning damage and use your Intelligence modifier for the Attack and Damage roll
- You may use one of your Infusions that would normally only be able to target a suit of armor, shield or melee weapon on your arm effected by Gem Symbiosis
Expanding Symbiosis
Starting at 5th Level, the Gem Mind has spread throughout the majority of your body, covering much of your skin with the sky to dark blue gemstone. This has hardened your skin and made you significantly more durable, while also attuning you more to Artifice as a whole.
- While you are not wearing any armor or a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.
- You no longer require sleep, but you must still take a Long Rest to recover spell slots and the other benefits of a Long Rest, however you may remain awake during the entire Long Rest period.
- After a Long Rest, you gain a number of Gem Shaping Dice equal to your Intelligence modifier (minimum of 1). A Gem Shaping die is a d4. Whenever you make a Spell Attack, deal Magic damage (either with a spell or weapon), or make a Saving Throw against a magic effect, you may elect to spend any number of Gem Shaping Dice and add to your 1d20. You may spend Gem Shaping Dice after seeing the result of your 1d20 but before learning whether it succeeded or failed. In addition, you may use a Gem Shaping die to gain Resistance to Magic damage as a Reaction.
Complete Symbiosis
- You may use a Gem Shaping Die to spend one minute to change the Infusion on your symbiotic arm to another valid Infusion
- As a Reaction, you may use a Gem Shaping Die to make a contested Knowledge (Arcana) check when targeted by any spell that specifies you as a target. If you win the contested check, the spell is countered.
Elemental Symbiosis
Starting at 15th Level, you have mastered the use of the Gem Mind and are able to tap into a single elemental plane, imbuing your gemstone skin with that plane's energy and aura. Your Gem Shaping Die increases from a 1d4 to 1d6.
- Plane of Air: Your gemstone arm is streaked with crackling lightning and clouds. You gain Resistance to Thunder and Lightning damage. In addition, as an action, you may use a Gem Shaping Die to throw a bolt of lightning up to 20 feet from you, striking all creatures between you and the target creature, dealing 6d6 damage plus your Intelligence Modifier to those creatures. Those creatures must make a Saving Throw (Dexterity) against your Spell Save DC to take half damage. Creatures that fail may not take a Reaction until the start of your next turn.
- Plane of Fire: Your gemstone arm turns red and orange. You gain Resistance to Fire damage. In addition, whenever you attack with your gemstone arm, you use your Intelligence for your Attack roll and deal an additional 2d6 Fire damage plus your Intelligence Modifier. If you spend a Gem Shaping Die when rolling damage, roll +2d6 damage instead of 1d6.
- Plane of Water: Your gemstone arm becomes a tranquil, clear blue. You gain Resistance to Cold damage. In addition, you can breathe underwater. Whenever you take the Dash action, you may spend a Gem Shaping Die to also take the Defend or Disengage action (but not both.) Your Walking Speed is also increased by 10.
- Plane of Earth: Your gemstone arm is a solid brown. You reduce any forced movement by up to 10 feet and only spend 1 square of movement to recover from being Prone. In addition, whenever you would recover hit points, you may spend a Gem Shaping Die to gain an additional 1d6 plus your Intelligence Modifier Hit Points. In addition, you gain an additional Hit Point for each Character Level you have.
Plane of Air
Your gemstone arm is streaked with crackling lightning and clouds. You gain Resistance to Thunder and Lightning damage. In addition, as an action, you may use a Gem Shaping Die to throw a bolt of lightning up to 20 feet from you, striking all creatures in range, dealing 6d6 damage plus your Intelligence Modifier. Those creatures must make a Saving Throw (Dexterity) against your Spell Save DC to take half damage. Creatures that fail may not take a Reaction until the start of your next turn.
Plane of Earth
Your gemstone arm is a solid brown. You reduce any forced movement by up to 10 feet and only spend 1 square of movement to recover from being Prone. In addition, whenever you would recover hit points, you may spend a Gem Shaping Die to gain an additional 1d6 plus your Intelligence Modifier Hit Points. In addition, you gain an additional Hit Point for each Character Level you have.
Plane of Fire
Your gemstone arm turns red and orange. You gain Resistance to Fire damage. In addition, whenever you deal damage with your gemstone arm, you deal an additional 1d8 Fire damage plus your Intelligence Modifier. If you spend a Gem Shaping Die when rolling damage, roll +2d6 damage instead of 1d6.
Plane of Water
Your gemstone arm becomes a tranquil, clear blue. You gain Resistance to Cold damage. In addition, you can breathe underwater. Whenever you take the Dash action, you may spend a Gem Shaping Die to also take the Defend or Disengage action (but not both.) Your Walking Speed is also increased by 10.
Comments