Crystal Gems Gems are characterized by the gemstone embedded somewhere on their body, which function as the core of their being. They may be injured or broken, but so long as the stone is unharmed they will be too. Besides this gemstone, they take on humanoid forms via projection of hardened light produced from their gemstone. While this projection does have a "default" form that has a consistent physique and color pallet, they may consciously and temporarily alter this form. Gems are inherently sexless but have general appearances and pronouns consistent with humanoid females. Between gem types, “default” forms vary widely in height, musculature, strength, and Gems are defined by the type of gemstone they carry, though details such as gem cut, placement, and facet vary within and between gem types. History It is not known where Crystal Gems come from or how they are made. A Gems life starts when it rips itself from the earth, leaving a humanoid shaped hole in its place. While Gems have been around since since time immemorial most people have never heard of one let alone met one. Even most Gems never meet another of their kind. Due to individual Gems longevity, Gem history is often be passed orally between individuals instead of passed through written medium. Gem Names Gems are almost always named after their Gem. A Gem with an Onyx would go by Onyx, a Ruby would go by Ruby, and so forth. Built for a purpose From the moment you became concious and pulled yourself out of the earth you were inately aware of the fact that you were made with a goal in mind. Whether you were made to be a warrior, a diplomat, a mage, or even an engineer, that choice is yours as the player to decide for your Crystal Gem.

Crystal Gem Traits Crystal Gems are created with a variety of unique features, some vary based on the individuals Gem Ability Score Increase. One ability score of your choice increases by 2. Age Gems do not age and are created at full maturity Alignment Gems can be of any alignment Size Gems come in a wide variety of builds. Your default height, weight, and size vary by Gem type. Speed Your base walking speed is 30 feet. Gem Physiology. Thanks to your hard-light form, you are is immune to poison and the effects of aging. You do not need to eat, breathe, or sleep, though you are capable of doing so. You only need to rest for 4 hours to gain the full benefits of a long rest. If any part of your body enters an antimagic field, it scatters and disappears; if your gemstone enters the field, your entire body “poofs” Gem Poofing. When your HP reaches 0, you are "poofed" and retreat back into your gemstone to recover. All equipment and armor you were carrying are dropped and smoke covers the area immediately around you. You are considered unconscious and have an AC of 17 & hit points equal to half of your max HP. Damage remaining after the final blow carries over to this HP. You recover 1 HP every 5 minutes, and when the HP of the gemstone reaches your max HP you may reform. This increases to 1 HP every 4 minutes at 5th level and 1 HP every 3 minutes at 10th level. If your gemstone falls to 0 HP and stabilizes, or you are revived after being shattered, you begin recovering HP after 1 hour. The Gemstone. A Gem's gemstone functions as the core of the Gem's being and the focus for their magical traits. The gemstone is large enough to fill an average humanoid’s hand and does not change size with shapeshifting or fusion. Your gemstone cannot be shattered while the your hard-light form is active, but it can crack. Gemstones can be carried in another's Bag of Holding when you have poofed. At your DM's discretion, the Gem’s gemstone may be used as a bag of holding; the contents of the gemstone will not drop upon poofing but will drop upon shattering. Cracking and Shattering. Cracking occurs when your gemstone is damaged by a destruction spell, attacked directly with bludgeoning damage, attacked after poofing, or you fail two death saving throws. While you are cracked, you incur two levels of exhaustion as well as cosmetic faults at DM discretion. Cracks may be repaired with the mending cantrip or jeweler’s tools, but cannot be performed by you. If you fail all three death saving throws, you are shattered into 2d4 Gem shards. Gem shards are still “alive” and as such cannot bring you back individually. If all the Gem shards are collected, the gemstone can be repaired by a professional jeweler and then restored with a spell such as resurrection. Gem Shapeshifting. As an action, you can assume any creature's form, appearance, size, and shape, but not coloration or voice. Doing so will provide you with this creature’s size and physical abilities, such as winged flight or claws, but not magical race traits, proficiencies, or legendary actions. The shapeshift may be held for a number of minutes equal to the sum of your Constitution and Wisdom scores. This time is halved for every size class this creature has above your own. Gem Fusion. You can combine with other Gems into a single fusion that shares the traits of both her components. The fusion gains all the feats, spells, HP, proficiencies, and equipment of the individual Gems. Feats shared between the component Gems will not stack. Stats are determined by taking the highest value of each stat between everyone and adding 1 for each individual (max total 20). The fusion is considered multiclassing in every class that her components are developing. The fusion’s size one category above her components, though with DM’s discretion it may vary up to Colossal. Fusions have bonus actions equal to the number of component individuals, to be used by the player of each Gem in the fusion. In order to fuse, all component individuals must use their full turn to perform a “fusion dance.” Fusions appear as a combination of the physical traits of the individuals, but may contain additional limbs, eyes, or torsos. As such, Gem Fusions of more than three people are no longer Humanoid, and all fusions are Monstrosities. Individual components return after the fusion falls to 0 HP or the fusion uses their action to defuse; in the case of the former the individuals are knocked prone. Gem Bubble. You can encase an ally, enemy, or object in a bubble that is the same color as your gem. The bubble can only be popped by physical attack or by force damage. From the inside of the bubble, any attack is guaranteed to hit, and from the outside, the AC is 13. Bubbles shield their contents from damaging spells and attacks until popped and will prevent any poofed gems within them from reforming. As an action, the Gem that created the bubble may tap the top of the bubble and dispatch it to wherever they consider “home”. Gem Glow. Your gemstone can produce a bright light to illuminate dark places. The light reaches up to 40 ft and is tinted in the gem’s color. Imbue Intelligence. A poofed gemstone or gem shard may be built into a solid object, turning it magical. These objects are as intelligent and aware as the gems they used to be, but besides this how the gem influences the object is up to DM discretion. When the object is destroyed, the Gem is released and may reform. Summon Armament. Gems are capable of summoning a single weapon, shield, or piece of armor unique to them. These armaments are considered magical for the purpose of overcoming resistances and immunities. The form a gem weapon takes varies wildly but they are often martial weapons. Fusions are capable of summoning their component Gems’ armaments or they can create a new one. Languages. You understand and can speak Common, Gem, and one other language of your choice. Gem is a written language with a unique script, and the translates directly to Common. Subrace. You can choose Diamond, Sapphire, Quartz, Ruby, Peridot, Lapis Lazuli, or Pearl as your subrace.

Subraces The subrace you choose will change not only your Gem but also some traits and powers. Diamond Diamonds are typically leaders and the Nobility of the Gem race, though there hasn't been a Gem society in thousands of years. Ability Score Increase. All ability scores increase by 1. Diamond Hard. You have resistance to all non-magical attacks. Leaders of Gemkind. Your presence inspires fear and awe in every Gem around you. You have are considered proficient in Intimidation rolls against Gems and other servants that recognize your status. If you are already proficient, that proficiency bonus is doubled. Emotion Manipulation. Your aura can manipulate the feelings of Gems around you. Using your action, you may send a create a 60ft sphere of pure emotion around yourself. Each Gem beginning its turn within this sphere must make a Wisdom saving throw or be frightened for the turn. This trait lasts up to 1 minute or until you lose concentration. The save DC for this is 14 + your Wisdom modifier. You may use this a number of times equal to your Wisdom modifier +1 (min 1) and regain all uses of this trait during a long rest. Sapphire Sapphires are typically aristocratic Gems that often use their ability to see into the future to advise those around them. Ability Score Increase. Your Charisma and your choice between Intelligence or Wisdom each increase by 1. Cold Resistance. You have resistance to cold damage while you are not poofed. Cryokinesis. You know the frostbite and ray of frost cantrips. When you reach 3rd level, you can cast ice knife as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the snilloc’s snowball swarm spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Future Vision. You are capable of seeing a few moments into the future, seeing the most likely outcome of events. You may use this trait to gain advantage on a skill check or attack roll, or to impose disadvantage on an attack roll targeting only you. This may not be used on skill saves. You may use this trait three times and regain all uses on a long rest. Quartz Quartzes are often strong, loyal soldiers whose only major commonality is their wide builds. They are commonly front-line combatants and Nobles guards. Ability Score Increase. Your Strength and Constitution each increase by 1. Durable Form. You have resistance to bludgeoning damage while you are not poofed. Natural Soldiers. You are proficient in unarmed combat and with improvised weapons. Spin Dash. During combat, you may duck into a ball and roll to strike an opponent. If there is at least 10 feet between you and an opponent that is both clear and unhindered, you may use this trait to close the distance and perform a single melee attack. You have +2 to this attack roll. On a hit, the opponent takes 2d6 bludgeoning damage, and you make opposed Strength checks. If you beat the opponent, they are pushed back 5 feet. This trait uses your entire turn, and until the start of your next turn you take a -2 penalty to AC. Once you use this trait, you cannot use it again until you finish a long rest. Ruby Rubies are common soldiers that often fight in groups and fuse with one another in combat to compensate for their shorter stature. Ability Score Increase. Your Constitution and your choice between Strength and Dexterity each increase by 1. Durable Form. You have resistance to bludgeoning damage while you are not poofed. Metalworker. You are immune to fire damage from molten rock or metal. You are proficient with smith’s tools. Holosmith. Using a forge and smith’s tools, you are capable of creating attachments that fit onto Gem armaments. This takes 1d4 days to complete and requires the presence of the Gem whose armament you are modifying. Once complete, their armament increases attack and damage rolls by 1 if it is a weapon, or AC by 1 if it is a shield or armor piece. This can only be performed once per Gem, and cannot affect fused armaments. Peridot Peridots are made to be engineers, crafting and designing comes naturally to them and therefore they rarely see combat. Ability Score Increase. Your Intelligence and Wisdom each increase by 1. Levitate You can cast the spell Levitate as if it were a cantrip as an action 3 times per long or short rest. Tinkerer You are proficient with Tinkers Tools and can fix or mantain most machinery or clockwork devices. Clockwork Companion You may choose any CR 0 animal to have as a clockwork companion. This clockwork uses the base stats of the creature as outlined in the Monster Manual. You may spend a long rest reworking this Clockwork Companion into any other CR 0 clockwork.

Lapis Lazuli Lapis Lazuli are the mages of the Gem species. They have innate hydrokinesis abilities. Ability Score Increase. Your Charisma increases by 2 and Intelligence increases by 1. Hydrokinesis You can choose two of the following spells to add to your spell list, these do not count against your max number of spells known. Create or Destroy Water, Fog Cloud, Ray of Frost, Acid Splash, and Gaseous Form Cold Resistance You are immune to Cold damage while not poofed. Hover You are capable of growing wings made of water as an action. While your wings are in use you can hover up to 5 feet off the ground. While doing so you can still trigger pressure plates and tripwire as your wings exert a constant downward force to keep you hovering. Pearl Pearls are created as a servant subrace. When Gem society still existed they served masters as obediant and trustworthy servants. Since Pearls no longer have a master upon creation many seek out someone to serve, those that decide to forge their own path often become masterful swordsman. Ability Score Increase Your Dexterity is increased by 1 and your choice between Strength or Constitution is increased by 1. Born Fighter You are proficient with all Simple and Martial weapons, you also gain +2 to hit and damage when using a Spear, Trident, or Glaive. Light on your Feet Your base walking speed is increased by 5 Pearls Cunning You have advantage on all Intelligence, Wisdom, and Dexterity saving throws.

Height and Weight Gems vary quite a bit in size. While a Gems particular gem does dictate a general size for them they can still vary. Diamonds Base Height Height Modifier Base Weight Weight Modifier 9′ 0″ +1d20 in. 800 lb. (1d4x10) Sapphires Base Height Height Modifier Base Weight Weight Modifier 4′ 3″ +1d8 in. 60 lb. (+1d4x2) Quartz Base Height Height Modifier Base Weight Weight Modifier 6′ 0″ +1d8 in. 200 lb. (+1d10x10) Rubys Base Height Height Modifier Base Weight Weight Modifier 4′ 4″ +1d6 in. 70 lb. (+2d4x10) Peridots Base Height Height Modifier Base Weight Weight Modifier 4′ 8″ +1d6 in. 90 lb. (+1d8x10) Lapis Lazulis Base Height Height Modifier Base Weight Weight Modifier 5′ 6″ +1d6 in. 150 lb. (+2d4x10) Pearls Base Height Height Modifier Base Weight Weight Modifier 5′ 6″ +1d10 in. 170 lb. (+1d4x10)