Gemnis A small chunk of brightly colored crystal lay upon the ground in a dark cave, from the darkness a faint light flickers. Quiet echoes of water dripping from a stalactite can be heard, a few moments pass still nothing. A minute passes, again a strange light flickers from within the cave. A rumbling echo reverberates through the darkness of the cave, as a large explosion of magical energy fills the space, washing over everything. The energy fades as the small chunk of crystal glows faintly, slowly growing brighter and brighter. The blinding light grows into a mass of pure energy, molding itself into the shape of a young child laying quietly upon the rocky ground. Long white hair rustling about as it stirs in it's sleep, the child's light blue rocky textured skin still shimmering slightly in the darkness. Upon the forehead embedded into it's form, rests a rough curving triangular growth of crystal forming along the hairline like a tiara. Birthed From Magic Gemnis are a race of magic based beings, born from pure magic and gifted with it. The original gemnis were born from a large surge of magic thousands of years ago, when the age of magic came about. Forming their bodies from pure magical energy and using gemstones as their core. Each one baring resemblance to their core gemstone in their outward form, taking on the shape of highly beautiful and attractive humans with bright colored skin, single colored pupiless eyes, crystaline growths growing from and embeded into their bodies. The gemnis take on a miriad of colors and shapes while still looking humanoid in design, with their outward appearance displaying their inherant magical abilities and what section of their class system they belong to. They use the power of their minds to project sound from them simulating speech, and consuming food while not necessary can be done for appearances. Though like most races, they need to learn a skill to be able to do it and this includes languages. With a nearly indefinite lifespan, a gemnis could experience all of life's wonders and mysteries, but while all this is true no gemnis is truly immortal and can die just like any other creature. Militarized Upbringing The Gemnis are a long living people and a great warmongering conqueror race, who have existed since the beginning of the age of magic. Building great cities inside and close to mountains. The Gemnis stay young and strong for thousands of years, making them quite capable conquerors. Being great warriors, generals, and strategists who have seen more battles and strategies than any race could ever hope to learn from. They look down on most other races, waging war and conquering anyone they see as inferior to themselves. Their intelligence for battle and machines knows no bounds, making great works of technology far beyond most can dream of. Being naturally beautiful, intelligent, and strong makes their royal class so terrifying, that they could even start a war over a single rude comment, or sign of disrespect. Even though they hate most races, they have looked at the elven races as being a beautiful and intelligent people. The Elves are their only allies, since they are beautiful and intelligent like them, and because they live long enough lives like they do. Showing them and their royal families respect, rather than any other race. They have formed many trade routes with their cities, and are even invited to special Gemnis only celebrations. 1

The Gemnis have many enemies, but their most hated race and absolute enemy of their people, are the dwarven races. Their hatred spans over a thousand years, since the great massacre and raid that was orchestrated by one greedy dwarven king. This king sent an onslaught of dwarven soldiers, with a mission to massacre one of their greatest citadels. They killed over a thousand Gemnis, almost wiping out two thirds of their race and extincting several bloodlines. Since then no Dwarf is safe from the wrath of the Gemnis, any Dwarf found near a Gemnis city or settlement is executed without prejudice. Many of these executions are turned into great festivals where even the royal families make public appearances. Monarchy of Stones The Gemnis are a very snooty, haughty, egotistical, prideful, cruelly conditioned, strictly governed, vain, highly oppressed society and people. Their is the Royal Family, who rule above all other classes in the Gemnis society, who are known as the Royal Cuts. Below the Royal Cuts you have the Pristine Cuts which are the upper class, the middle class who are called Rough Cuts, and the low class who are called Uncuts. They have a hierarchy of royalty and importance, with laws and traditions that are built on a ruling class system. The more valuable the gemstone bloodline, the higher in the hierarchy they are. They also only talk to others in the same hierarchy or level of importance as they are. They have an even lower and most hated class of people, called the Off Colors. Their society represents beauty and strength, so they resent the Off Colors for the fact that they are Gemnis born from gemstones with defects, or slightly messed up colors then the rest of their other specific gemstone types and families. They as well have an extreme disliking towards mining races, as they misinterpret them as actual gemstones. The Gemnis aren't born like normal races, a couple who want a child must procure a gemstone of their own type. The couple then must take the gemstone home, or to their family's birthing shrine. This shrine is a special place, where everyone of their relatives and ancestors were first born. Shrines are usually only owned by Royal Cuts, or the Pristine Cuts and generally very well protected. The ritual involves two Gemnis holding in their hands together the gemstone of their own type, they then infuse it with their own life energies. This ritual takes over 8 hours to perform, and a lot of their own strength to complete it. Though after the ritual is said and done, the gemstone shines with magical light, which grows into the shape of a small child. This child from the moment of its birth knows how to speak, read, and write as well as having half of the skills and knowledge of both parents. Though this ritual is very intimate and done often enough, the royal families don't do these rituals very often at all. In fact the ceremony in which two Royal, or Pristine Cuts create a new Gemnis is revered as a great and momentous occasion that follows with a grand celebration. Intelligence, beauty, and strength are the most important traits to any Gemnis. Their schools for art, history, magic, and technology are they best in the land holding great stores of knowledge larger then any library could hold. Their Love of knowledge fuels them with importance, making any Gemnis scholar as vain as possible when it comes to a battle of knowledge. The Gemnis all love beauty, leading most to become full of themselves. Their love for beauty makes them great at styling and dressing, leading a good few to become wonderful tailors and seamstresses. Being made of magic themselves, makes most Gemnis aspire to become great wizards and sorcerers. Learning all forms that magic can take, taking magic and creating new more powerful spells. This is the love for many powerful Gemnis, never knowing the limits to what magic can become, excites them. Their schools for technology, give birth to creative craftsman and ingenious artisans every day. Building new technological marvels day after day, this is the dream of many bright Gemnis hoping that one day, their work will be praised by the Royal, or Pristine Cuts. Strength, power, skill, these things are the essence of beauty to many warriors and soldiers of the Royal Cuts militia. Fighting and winning proves ones beauty, in battle to win and win greatly is honorable and beautiful, to lose and lose horribly is dishonorable and ugly. "The stronger you are, the more beautiful you are!", for the Gemnis soldiers and warriors of the Royal Cuts militia these are words to live by. Though above all else the one and only rule you never break, is that the Royal Cuts are right in everything they say and the most beautiful of all Gemnis. Any Gemnis who disobeys a command from a Royal Cut, will be punished severely and even executed for their transgression. This instills absolute fear and obedience into all Gemnis, making their power over their subjects absolute. Gemnis Names Their proud nature and elegance flows into their names. Gemnis who are born are given names based off of their gem bloodline. While most Gemnis do not have surnames like other races, Royal Cuts and Pristine Cuts do have surnames, but different. They feel more like beautiful elegant titles, that sound more poetic and honorific than the surnames of most royal or upper class families from other races. Male Names: Ambarcus, Emavid, Ruboris, Saphillip, Victuartz

Female Names: Ambethany, Emereth, Laurystal, Pearlaina, Saphiera 2

Gemnis Traits Humanoid gemstones with magical abilities. Age. Gemnis are born as small children and mature roughly at the age of 18. They can live upwards of over 3000 years, though they can die a lot earlier from unnatural causes.

Alignment. Gemnis are mostly any lawful alignment, while a few being any neutral alignment.

Size. Gemnis mimic humans in shape, they can be of any size between 3 to 9 feet tall. Your weight is between 40 to 90 pounds for small, 150 to 220 for medium, or 220 to 350 pounds for large. your size is either Small, Medium, or Large.

Speed. Your base walking speed is 30 feet.

Gem Magic. Your innate spellcasting allows you to use special magic, you can cast either of the spells from the bellow list, up to two times and you regain the ability to do so after a long rest. Sphere of Holding: You may use an action, to choose a creature or item that you can see within 60 feet. The target must succeed on a Strength saving throw, or be trapped inside a glowing orb of magic. The target cannot leave the orb and nothing may pass through it. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends and the creature is released. At 7th level you may target two creatures or items, and three creatures or items at 12th level. (If its an Item it doesn't get a saving throw)

You may use an action, to choose a creature or item that you can see within 60 feet. The target must succeed on a Strength saving throw, or be trapped inside a glowing orb of magic. The target cannot leave the orb and nothing may pass through it. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends and the creature is released. At 7th level you may target two creatures or items, and three creatures or items at 12th level. (If its an Item it doesn't get a saving throw) Conjure Weapon: Choose one weapon from the list of weapons, You may use your bonus action to summon that weapon made from magic. Once you select a weapon you may not change your choice for this spell. You can summon as many copies of this weapon as you like for 10 minutes, though upon dropping the weapon or copy it fades away. You can only have as many copies of this weapon, as how many free hands you have. If the weapon has the two-handed feature, you can only summon and hold one at a time. If the weapon has the thrown feature, when you throw it and hit a target, the weapon then fades away. When you hit a creature with this weapon, you may add (1d4) radiant damage to your damage total. At 5th level the damage becomes (1d6), (1d8) at 10th level, and (1d10) at 15th level. Reverting. When your hit points fall to 0, your body shutters and shakes while light wraps around you, transforming you into the gem of your chosen bloodline. When this happens, a burst of magic energy emanates from you in a 5 foot radius. Any creature hit by this effect must make a Constitution saving throw, or be thrown 10 feet back and become prone. At 5th level the thrown range becomes 15 feet, 20 feet at 10th level, and 25 feet at 15th level. Living Gemstone. Even though you were formed from light, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. When resting, instead of normal sleep you enter a lucid dreamlike meditative state for 4 hours each day. While you are in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Languages. You can speak, read and right Common, Terran, and one extra language of your choice. About Gemnis Subraces While reffered to as "bloodlines", gemnis don't have blood or the veins to house it. They're spoken this way more for the benefit of other races. Gem Bloodlines While gemnis Quartz Bloodline Ability Score Increase. You may add 3 points into either one ability score, or any mix of 3 points into multiple ability scores.

Prismatic. At 1st level you gain the ability to cast the light cantrip, with the exception that your light shines like an aurora. When you reach 3rd level, you can cast the Color Spray spell once with this trait, and you regain the ability to do so after you finish a long rest. When you reach 10th level, you can cast the Prismatic Spray spell once with this trait, and you regain the ability to do so after you finish a long rest. Intelligence is your spellcasting ability for these spells. Ruby Bloodline Ability Score Increase. Your Strength score increases by 2, and Charisma by 1.

Searing Rage. You may use a bonus action, to go into a rage for one round and you can do this as many times as half your current level (Max.4). When raging you can add 1d4 fire damage to your next attack. After you expend your last rage, you can regain the ability to do so after a long rest.

Variant Ruby Bloodline Trait If the first is not appealing for some players, or it makes no sense for one class or another; use this one instead. Heated Aura. You may use an action, to summon an aura of heat around you that last for 5 minutes. Any creature that is within 10 feet of you, takes 1d4 fire damage at the start of each of their turns. At 5th level the damage becomes (2d4), (3d4) at 10th level, and (4d4) at 17th level. 3

Sapphire Bloodline Ability Score Increase. Your Intelligence score increases by 2, and Wisdom by 1.

Insightful Arcana. At 1st level you are able to use the Guidance cantrip, with the exception that you say some advise that is enlightening to activate the effect. When you reach 4th level, you can cast the Clairvoyance spell once with this trait, and you regain the ability to do so after you finish a long rest. When you reach 6th level, you can cast the Scrying spell once with this trait, and you regain the ability to do so after you finish a long rest. Wisdom is your spellcasting ability for these spells. Variant Sapphire Bloodline Trait Freezing Emotions. You may use an action, to summon an aura of cold around you that last for 1d4 minutes. At the start of each of your turns while this ability is active, any creature that is within 10 feet of you makes a Constitution saving throw and takes 1d4 cold damage on a failed save. The effect ends when the time runs out, you lose conciousness, or if you drop to 0 hit points. At 5th level the damage becomes (2d4), (3d4) at 10th level, and (4d4) at 17th level. Amethyst Bloodline Ability Score Increase. Your Charisma score increases by 2, and Dexterity by 1.

Healing Touch. You have a well of Healing power that replenishes when you take a Long Rest. With that well, you can restore a total number of hit points equal to your max hit points halved. As an action, you can touch a creature and draw power from the well to restore a number of hit points to that creature, up to the maximum amount remaining. Alternatively, you can expend 5 hit points from your well of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of this ability, expending hit points separately for each one. Topaz Bloodline Ability Score Increase. Your Strength score increases by 2, and Charisma by 1.

Shocking Defense. You can use an action, to make a wave of electrical force burst out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 lightning damage and is Paralyzed until their next turn. On a successful save, the creature takes half as much damage and isn't Paralyzed. Once you use this ability, you cannot do so again until you finish a short rest. Charisma is your spellcasting ability for this spell.

Crushing Retaliation. When targeted by a melee attack, if you have a free hand you can make an unarmed melee attack with one hand as a reaction. Diamond Bloodline Ability Score Increase. Your Strength score increases by 2, and Intelligence by 1.

Diamond Density. You have resistance to non-magical bludgeoning, piercing, or slashing damage.

Royal Command. As a bonus action, you may use the Command spell, with the exception that you can only use the spell on another Gemnis. Any Gemnis targeted by this effect, have disadvantage on their saving throw and must carry out the command even if it would harm them. You may use this ability up to 3 times, you regain the ability to do so again after a long rest. Emerald Bloodline Ability Score Increase. Your Intelligence score increases by 2, and Dexterity by 1.

Arcane Precision. You may use your reaction, to impose disadvantage on the saving throw of one of your spells that you have cast. You may use this ability once, on one creature affected by the spell you cast and you regain the ability to do so after a short rest. Pearl Bloodline Ability Score Increase. Your Intelligence score increases by 3, and Dexterity by 2.

Studious Assistant. You gain proficiency in 2 skills and 1 artisan's tool, gaming set, or instrument of your choice. Exotic Bloodlines These gemnis of these bloodlines are not common among the main population and generally can only be found in other far off regions of the world where gemnis make their home. Amber Bloodline Ability Score Increase. Your Wisdom score increases by 2, and Charisma by 1.

Innate Energy. Starting at 2nd level, you can heal yourself once using a wellspring of energy within you. You may use a bonus action to use this ability, you heal for (1d4) + your Wisdom modifier once and you regain the ability to do so after a short rest. 4