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Gemologist

A Gemologist is a master of crafting jewelry for protection, especially that which utilizes crystals and gems as forms of storing or channeling energy. They are capable of refracting light and other power sources into a much more potent form, or as a way to redirect harmful effects.

Tool Proficiency

When you adopt this specialization at 3rd level, 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.

Gemologist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gemologist Spells table. These spells counts as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level  Spells
3rd  absorb elements, chromatic orb
5th  scorching ray, blindness/deafness
9th  daylight, major image
13th  greater invisibility, sickening radiance
17th  scrying, wall of light

Gem Housing

At 3rd level, you learn how to create a device for containing and harnessing magic imbued crystals─in the form of a gauntlet, medallion, helm, or similar object─known as a gem housing.
Whenever you finish a long rest and your jeweler's tools are with you, you can create your gem housing, or reshape it to a different form. If you already have a gem housing from this feature and create a new one, the first one is immediately destroyed.
While you are wearing your gem housing and holding your jeweler's tools, as an action you can discharge a blast of elemental energy. Choose one of the following damage types: cold, fire, lightning, or thunder. All creatures within a 15 foot cone or a 30-foot long and 5-foot wide line (your choice) originating from you must make a Dexterity saving throw. Targets within this area take an amount of the chosen damage type equal to 1d6 + your Intelligence modifier (minimum of one) on a failed save, or half as much damage on a successful one. When you use this action, you can overload the blast by expending a spell slot. The blast deals additional damage equal to 2d6 per level of the slot expended, to a maximum of 10d6 additional damage.

Refraction

At 5th level, when you cast an artificer spell that deals cold, fire, lightning, thunder, or radiant damage, as a bonus action you can immediately use your Gem Housing feature to discharge a blast of elemental energy. You can't overload the blast when you activate it in this way.

Gem Guard

Beginning at 9th level, as an action while you're holding your jeweler's tools, you can touch a willing creature and bestow it with a protective crystal. A Tiny gem of your choice of shape and color appears on a part of its body, remaining there until you complete a long rest or until it is destroyed. While the gem remains, the creature gains resistance to your choice of one of the following damage types; cold, fire, lightning, thunder, or radiant. Whenever the creature takes damage of that type, the gem loses a number of hit points equal to the damage taken. If the gem loses a total number of hit points equal to five times your Intelligence modifier (minimum of 5 hit points), it is destroyed.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you complete a long rest.

Improved Focus

At 15th level, your Gem Housing feature's damage increases to 2d6 + your Intelligence modifier (minimum of one). Additionally, you can have the blast you create with your Gem Housing feature increase in size, becoming either a 30 foot cone or a 60-foot long and 10-foot wide line.

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