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Gemwright
The potential within gems is the expertize of a Gemwright, they are able to extract the innate magical powers that have been imbued within them
Tools of the Trade
3rd level Gemwright feature
When you adopt this specialization, you gain proficiency with Jeweler's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Gemwright Spells
3rd level Gemwright feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Gemwright Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level | Spell |
---|---|
3rd | Chromatic Orb, Color Spray |
5th | Continual Flame, Magic Mouth |
9th | Clairvoyance, Glyph of Warding |
13th | Secret Chest, Stoneskin |
17th | Greater Restoration, Wall of Force |
Chromatic Implement
3rd level Gemwright feature
When you gain this feature you learn how to craft an implement to help you harness the power within various kinds of gems using your jeweler's tools. This implement can be a gauntlet, a circlet, some sort of harness, or another kind of implement that would allow you to house the gems within. When you gain this feature you can select two gem effects from the list below, and you gain an additional gem effect at 5th, 9th, and 15th level. As a bonus action, you can infuse your implement with the power of one of the gems it houses for 10 minutes, once you do so you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You may only have one effect active at a time. On each of your turns, you can take a bonus action to active your implement, unless the implement specifies an action, while it is infused with the power of a gem.
Gem | Activation |
---|---|
Amber | Your implement lights up with fiery energy, you send a fiery orb to a point you choose within 60 feet of you. Each creature in a 10-foot radius must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save or half as much damage on a successful one. On a failed safe a creature is set on fire, and takes 1d4 fire damage at the start of their turns unless they take an action to stop the flames. |
Amethyst | Your implement is fueled with telekinetic power, you target a creature you can see within 120 feet and the target must make a Constitution saving throw. On a failure, the target takes 2d6 force damage and is moved 10 feet in a direction of your choice. |
Citrine | Your implement sparks up with electricity, you send a zap of lightning at a creature you can see within 120 feet of you. Make a ranged spell attack, On a hit, the target takes 2d6 lightning damage, and the target must make a constitution saving throw against your spell save DC or they can't take reactions until the end of their next turn. |
Crystal | Your implement is filled with soothing light. When a creature within 30 feet of you takes damage you may shield them from some of that pain. As a reaction you can reduce the damage they take by an amount equal to 1d6 + your intelligence modifier (minimum of +1) |
Emerald | Your implement fills you with alacrity. You can move up to your movement speed, and if you end your movement next to a creature you can allow them to use their reaction to make one weapon attack at a creature within their range. |
Sapphire | Your implement freezes over as frigid energy pulses through it. You send a blast of cold all around you that you expertly weave. Each creature of your choice in a 15-foot cone in front of you must make a Constitution saving throw or take 2d6 cold damage and have their movement speed reduced by half until the end of their next turn on a failure, or half as much damage and no other effects on a success. |
Empowered Chroma
5th level Gemwright feature
You may use your Chromatic Implement as a spellcasting focus for your Artificer spells. When you cast an artificer spell through the implement, or when a creature within 10 feet of you damages a creature with a weapon attack, you can deal an additional amount of damage equal to 1d8, the damage can be of any damage type dealt by a gem you have within your implement. Once you deal this damage, you can't use this feature again until the start of your next turn.
Dual Implementation
9th level Gemwright feature
You improve your implement to be more potent:
- All the gem's dice rolls increase by 1d6.
- While you have one gem active, you can use your action to activate an additional gem and grant its effects to a creature you can see within 30 feet of you for 10 minutes. While a creature uses the effects of a gem it still uses your spellcasting ability modifier to determine its DC and Spell Attacks.
Wondrous Gems
15th level Gemwright feature
Using gems at your disposal you craft one rare Ioun Stone of your choice. Additionally, you gain a new way to activate your chromatic Implement.
Chroma Field. As an action when you have your chromatic implement activated, you can manifest a field of gems that floats around you, and moves with you, in a 30-foot radius. You, and friendly creatures that end their turn within the field gain a number of temporary hit points equal to 1d6 + your artificer level, and gain resistance to the damage types related to your activated gems. Crystal and Emerald grant resistance to bludgeoning, piercing, and slashing damage instead. These resistances last until the start of their next turn.
Additionally, you can determine any number of creatures equal to your intelligence modifier that you can see and mark them with a gem that orbits their heads. While they have this gem they may use their bonus action on following turns while they are within 60 feet of the field to teleport to an unoccupied space within it.
The field last for 10 minutes or until you dismiss it (no action required).
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Artist Credit
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