Holoshifter
Prerequisites: You must be a Gem.
You have learned how to manipulate your projected form into that of other creatures. As an action, you can assume the form, appearance, size, and shape, but not coloration or voice, of any creature you have seen before. You will gain this creature’s size and physical abilities, such as winged flight or claws, but not magical race traits, proficiencies, ability scores, or legendary actions. The shapeshift may be held for 10 minutes and takes your concentration, though this time is halved for every size class the creature is above your own. You may use this ability twice and regain all uses on a long rest.
Gem Holder
Prerequisites: You must be a Gem.
When you get this feat, you can use your Gem to carry items and even creatures. This works as a natural "Bag of Holding" in the way of space for items, but still counts to your carrying capacity. The space inside your Gem is a room that represents your character's personality. (EG: A Gem with no real personality will be a bland room with a table, and a bed. While a Gem with a short temper will have a lot of fragile pottery. Or a narcissistic Gem would have a mass amount of mirrors.) You can have as many Creatures as your Proficiency bonus. Creatures will not count to your carrying Capacity, But, for the duration of the creature's stay within your Gem or if you are over-encumbered by items using this Feat, You cannot summon your Gem Weapon, and your movement is set to 15 Feet. Creatures can only enter and exit the Gem if you allow them to. Attempting to trap creatures in your Gem requires you to make a Grapple check against the targeted creature when they make the attempt to leave. If you are Poofed and there are creatures inside, they can see as you manifest in the room if you are stabilized, in which they can interact with you until you are able to make your physical form. IF you were to be brought down to 0 Health Points within the room or you die, everything within your Gem is released that was a item that was placed inside.
Gem Weapon. All gems have a Gem Weapon stored within their gemstone that may be summoned in the same way that other races may draw regular weapons.
Gem Glow. Your gemstone can produce a dim light to illuminate dark places. As an action, your gemstone can shine bright light in a 20 foot radius and dim light for another 20 feet.
Antimagic Susceptibility. You are stunned while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster’s spell save DC or be stunned for 1 minute.
Gem Withdraw. When your Hit Points reach 0 and you fall unconscious, you Withdraw. Rather than falling limp to the ground, your body retreats into the gemstone.you do not drop all your items onto the ground unless you die. You still make death saves and can be healed back to consciousness as normal. However, medical kits do not affect you, and you may be stabilized with a Arcana check, or the spell Mending, with a DC 10. You reform from your gemstone a few minutes after you stabilize so long as you have room to do so.
The Gemstone. A Gem's gemstone functions as the core of the Gem's being and the focus for their magical traits. Your gemstone is large enough to fill an average humanoid’s palm and protrudes from one specific section of your body, such as your shoulder or forehead. It is of middling-to-high quality, comparable to gems worth between 50 and 100gp, but it cannot be used as a spell component. Which gemstone you have is determined by your subrace.
Gem Physiology. Though you are a construct, you are a living creature. You are is immune to poison, diseases, and the effects of aging. You are do not need to eat, breathe, or sleep, though you may choose to ingest food and drink if you wish.
Dragoon Weapons
When you start, you are specially trained to make maximum use of polearms. Polearm weapons are defined as quarterstaffs, halberds, pikes, glaives, and lances. When wielding any polearm, the damage die for the weapon is determined by the dragoon weapon chart above.
Additionally, using a lance while on foot and within 5 feet of your target no longer imposes disadvantage when making a Jump Attack, and quarterstaves gain the benefit of 10 foot reach while you are wielding them with 2 hands as you have specially trained in reach combat to make the most of anything with a long handle.
Jump Attack
The Dragoon may choose to perform a Jump Attack Takeoff in place of one of their attacks. The Dragoon leaps into the air instead of attacking. On the Dragoons following turn, they may make a melee weapon attack with advantage on their first strike. The dragoon lands within 20 ft of the initial takeoff spot. The target of this attack must be within reach of where the dragoon lands. The higher the dragoon jumps the more damage it deals. For leaping 15 ft you deal an extra 1d6 damage. For leaping 35 ft you deal an extra 2d6 damage. For leaping 55 ft you deal you deal an extra 3d6 damage. For leaping 75 ft you deal an extra 4d6 damage. For leaping 95 ft you deal an extra 5d6 damage. The dragoon may not take actions while in the air, unless specifically stated otherwise. (You can cancel the Jump Attack and drop down as a bonus action if you do not want to complete it. This can be done on either turn, and completes instantaneously whenever the bonus action is used.)
Alternate Feature: Loyal Follower
When you escaped, somebody came with you. Somebody full of courage. Somebody who probably reminds you of Sam Gamgee. This character acts as a retainer, and you can choose what kind of NPC it is from any CR 1 or under from Appendix B of the MM or Appendix B of Volo’s guide to Monsters: examples include a thug (your guard captain), an acolyte (your trusted advisor), a spy (perhaps a bastard nephew in the underground court life), or a noble (a family member or loyal friend). You have a very good relationship with this follower, who will sacrifice much for you: they will go into dangerous situations with you. You also cannot be selfish with this character: you can’t take without giving any. The character deserves respect and thanks. Otherwise, they might leave you. This character is controlled by the DM, who may choose to have this character gain levels in a class, or keep the same stat block.
Features & Traits