The Gemstone Warrior is a versatile and resilient combatant, drawing strength and magic from the mystical power of gemstones. As an Intelligence-based half-caster, the Gemstone Warrior seamlessly blends martial prowess with elemental magic, wielding both weapons and spells with equal skill. Trained in light and medium armour, and proficient with shields and an array of weapons, these warriors are equipped to handle various combat situations. Their spellcasting focuses on elemental damage, protection, and utility, allowing them to adapt to different challenges on the battlefield. At higher levels, their connection to their gemstone focus allows them to enhance their weapons and armour, embodying the essence of their chosen stones.
Gemstone Warriors can choose from three distinct paths: the Knight, who excels in direct combat and defending allies; the Guardian, who specialises in protective spells and shielding companions; and the Mage, who enhances their magical abilities and intelligence to outwit foes. Each path provides unique abilities and spells, making the Gemstone Warrior a diverse and dynamic class, ready to shine in any adventuring party.
hit dice:
1d10
hit points at 1st level:
10 + your constitution modifer
hit points at higher levels:
1d10 (or 6) + your constitution modifer, as per at first level
armor proficiencies:
light, medium, shields
weapon proficiencies:
simple and martial
tools:
Expertise Jeweller’s Tools
saving throws:
Intelligence, Constitution
skills:
Choose three from Nature, History, Religion, Arcana, Persuasion, Deception, Athletics, Acrobatics.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two simple weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
Studded Leather armour and jewler's tools
spellcasting:
Starting at 1st level, you can use your Intelligence modifier to cast spells.
Cantrips
You know two cantrips of your choice from the Gemstone Warrior spell list. You learn additional Gemstone Warrior cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Gemstone Warrior table.
Spell Slots
The Gemstone Warrior table shows how many spell slots you have to cast your Gemstone Warrior spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Gemstone Warrior spell list. The Spells Known column of the Gemstone Warrior table shows when you learn more Gemstone Warrior spells of your choice. Each of these spells must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Gemstone Warrior spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Gemstone Warrior spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
class features:
Gemstone Magic
You have learn how to draw and focus magical energies through gemstones. At 1st level choose two gemstones (and their associated element) from the following list:
ruby; fire
sapphire; cold
topaz; lightning
You can proform a one hour ritual to imbue an item with a gemstone giving it different properties based on the type of item:
weapon; adds a +1 to damage (damage type is the associated element for the gem)
armour; grants resistance to the damage type of the gemstone
wondrous item; adds a +1 to spell damage (damage type is the associated element for the gem)
(n.b you can not gain the damage modifier from weapons and womdrous items for the same instance, for example Booming Blade would only add the weapon or wondrous item bonus damage)
The damage bonus for weapons and wonderous items increases to +2 at 7th level and +3 three at 14th level.
Abillity Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn, you can also choose to replace up to 1 attack on your turn with a cantrip.
subclass options:
Subclass: Gemstone Guardian
Emerald Gem
Starting at 2nd you gain access to the Emerald gemstone for your Gemstone Magic.
emerald; radiant
Protector Armaments
Starting at 2nd level you are profiecent in heavy armour.
Emerald Walls
At 3rd level, your grift for defensive magics has manifested in two floating shields. You are able to designate up to two friendly creatures (including yourself) to give the following benefits:
a bonus eqaul to half your profiency bonus to there armor class.
the shield hit points equal to your level, in this class, plus your intellignece modifier. The shield takes damage before its designated creature. When the shield reaches zero HP it is destroyed, and cannot be brought back until you take a long rest.
A creature can only have one shield placed on them at a time, except for you allowing you to gain the benefits of both sheilds at the same time. These shields do not count against your number of imbued items, when imbuing a gemstone.
Guardian’s Shield
At 3rd level, when a creature within 10 feet of you is hit by an attack, you can use your reaction to reduce the damage by 1d10 + your Intelligence modifier (minimum of 1).
Emerald Shield Improvement
At 7th level you gain a third shield for your Emerald Walls ability.
Peridot Resilience
At 7th level, you gain imunity to radiant damage, and you can cast absorb elements without expending a spell slot a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after a long rest.
Sapphire Shield
At 15th level, you can cast shield without expending a spell slot a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after a long rest.
Gemstone Bastion
At 20th level, you gain the ability to cast globe of invulnerability once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Subclass: Gemstone Knight
Diamond Gem
Starting at 2nd you gain access to the Diamond gemstone for your Gemstone Magic.
diamond; force
Gemstone Empowerment
Starting at 3nd level, you can use a bonus action to empower your weapon with the energy of your gemstones. Choose a damage type: fire, cold, lightning, acid, or poison. For the next minute, your weapon attacks deal an additional 1d4 damage of that type for the next minute. This damage increases as you gain levels in this class (2d4 at 10th level, 3d4 at 18th level).
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Armour of the Pearl
At 7th level, your armour becomes infused with the power of pearls. You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Subclass: Gemstone Mage
Amethyst Gem
Starting at 2rd you gain access to the Amethyst gemstone for your Gemstone Magic.
amethyst; physic
Mage’s Insight
At 2nd level, you gain proficiency in Arcana if you don't already have it. You can add double your proficiency bonus to Intelligence (Arcana) checks.
Tanzanite Wisdom
At 7th level, you gain resistance to psychic damage, and you can cast detect thoughts without expending a spell slot a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after a long rest.
Black Sapphire Gem
At 7th level you gain access to the Black Sapphire gemstone for your Gemstone Magic.
black sapphire; necrotic
Amethyst Blasting Array
At 15th level, when you hit a creature with a spell attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Gemstone Savant
At 20th level, you gain the ability to cast true seeing on yourself at will, without expending a spell slot.