```metadata
title: The Gemdweomancer
description: >-
Artificer Specialization for Deep Gnomes (svirfneblin) which specializes in
their spellgem creation ability.
tags: ''
systems:
- 5e
renderer: V3
```
# The Gemdweomancer
Gnomes in general are known for their tinkering, but the svirfneblin are exceptional in their gemcraft. Their innate spells, *dweomers* in the 'neblin tongue, have allowed them to perfect wonderous magical artistry. This includes the creation of the fabled spell gems that can store spells, a closely guarded crafting secret among the 'neblin.
Some artificer gnomes specialize in gemcraft, bringing jewelering to prestigious levels. The gems and jewels they cut not only store spells, but can refract and repurpose energies from magic to the very forces of nature. They are called Gemdweomancers.
___
Credit: adapted from wu Priscilla
## Artificer Specialist
At 3rd level, you choose the gemdweomancer specialist subclass, granting you specialized features. Your choice grants you more features at 5th level and again at 9th and 15th level.
#### Tools of the Trade
By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools and combine your tinkering with the tools necessary to cut and create spellgems. This secret svirfneblin process includes using bizarre materials, from alchemical to mundane, in order to prepare specially cut gems to exist uniquely within the Weave. Some of those ingredients can get quite pricey indeed even beyond the worht of the original gem.
**Proficiencies.** You gain proficiency with a jeweler's toolkit, assuming you don't already have them. You also gain these supplies for freeāthe result of tinkering you've done as you've prepared for this specialization.
### Gemdweomancer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer level | Spells |
|:----:|:-------------|
| 3rd | Crystalizing Strike |
| 5th | Antisublimate sounds |
| 9th | Summon Crystaline Spirit, Incite Greed*|
| 13th | Crystal gem possession |
| 17th | The Shredder |
*This spell exists in WotC published material.
#### Crystalizing Strike
*1st-level conjuration*
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: V
**Duration:** :: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a crystaline mass appears at the point of impact and starts spreading over the surface of the creature.
The target must succeed on a Strength saving throw or be Restrained by a magical crystal lattice until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the crystal lattice shatters.
While Restrained by this spell, the target takes 1d6 bludgeoning damage at the start of each of its turns as the crystal lattice crushes them. A creature Restrained by the crystal lattice or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
#### Antisublimate sounds
*2nd-level transmutation (ritual)*
**Casting Time:** :: 1 action
**Range:** :: 120 feet
**Components:** :: V, S
**Duration:** :: Concentration, up to 10 minutes
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{{footnote THE GEMDWEOMANCER | SPELLS}}
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You hold the air in a 20-foot-cube sphere centered on a point in a static lattice so that no sounds vibrations can traverse the air. For the duration, no sound can be created within or pass through the sphere. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
***At Higher Levels.*** If cast at a higher level you expand the radius of the sphere by 10 feet per level beyond 2nd.
#### Summon Crystalline Spirit
*3rd-level conjuration (ritual)*
**Casting Time:** :: 1 action
**Range:** :: 90 feet
**Components:** :: V, S, M (a gem worth at least 300 gp)
**Duration:** :: Concentration, up to 1 hour
You call forth a crystalline spirit from the plane of crystal gems. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Crystalline Spirit stat block. When you cast the spell, choose a quality: translucent, transparent, or opaque. The creature resembles a meter tall floating crystal of a color that reflects your mood. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
#### Crystal gem possession
*4th-level transmutation*
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: V
**Duration:** :: Concentration, up to 1 minute
A gem spirit answers your call and transforms you into a powerful crystalline being. The transformation lasts until the spell ends. You choose one of the primary coloured gems: Ruby, Sapphire or Topaz.
***Ruby.*** Your skin becomes crystalline and red, you gain the following benefits:
You gain 10 temporary hit points.
You make Constitution saving throws with advantage.
You make Dexterity-based attack rolls with advantage.
***Sapphire.*** Your skin becomes crystalline and blue, you gain the following benefits:
Your walking speed increases by 10 feet.
You make Wisdom saving throws with advantage
You make Intelligence-based attack rolls with advantage.
***Topaz.*** Your skin becomes crystalline and yellow, you gain the following benefits:
You (and your gear) grow one size larger.
You make Strength saving throws with advantage.
Your melee weapon attacks deal an extra 1d6 force damage on a hit.
{{monster,frame
## Crystalline Spirit
*Small elemental, unaligned*
___
**Armor Class** :: 12 + the level of the spell (natural armor)
**Hit Points** :: 30 + 10 for each spell level above 3rd
**Speed** :: fly 40 ft. (hover)
___
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|13 (+1)|16 (+3)|14 (+2)|14 (+2)|11 (+0)|16 (+3)|
___
**Damage Immunities** :: poison
**Condition Immunities** :: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
**Vulnerabilities** :: thunder
**Senses** :: blindsight 60 ft. (blind beyond this radius), passive Perception 7
**Languages** :: Primordial, understands the languages you speak
___
**(Translucent only).** Light passing through this spirit has magical healing powers. At the start of the spirit's turn, adjacent allies regain 5 hit points.
:
**(Transparent only).** Light passing through this spirit warps the space around it. At the start of the spirit's turn, adjscent enemies must succeed on a Consitution saving throw against your spell save DC or take 3d6 force damage.
:
**(Opaque only).** Light does not pass through this spirit, it is infact absorbed making the space around it difficult to see. A 10 foot sphere around it reduces the light by one level. Bright light becomes dim light. Dim light becomes magical darkness.
### Actions
***Multiattack.*** The spirit makes a number of attacks equal to half this spell's level (rounded down).
:
***Slam.*** *Melee Weapon Attack:* +3 + the spell's level to hit, reach 5 ft., one target. *Hit:* 1d10 + 3 + the spell's level bludgeoning damage.
}}
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{{footnote THE GEMDWEOMANCER | SPELLS}}
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#### The Shredder
*5th-level conjuration*
**Casting Time:** :: 1 action
**Range:** :: 80 feet
**Components:** :: V, S, M (one shard of any sharp mineral, like obsidian, flint or a cut gem)
**Duration:** :: Instantaneous
You throw a shard of sharp mineral into the air and choose a point within range. Hundreds of duplicates of replicate themselves along the edges of a 40-foot-cube, then zip across the cube shredding all creatures inside it. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d8 slashing damage and 4d8 piercing damage on a failed save, or half as much damage on a successful one.
Credit: Jason Juta
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### Specialization Features
:
#### Magistrgimmesdweomer
At 3rd level, you craft a spellgem of exquisite design and singular purpose from a gem worth at least 5000 gp. This becomes your Master Spellgem, similar to an alchemist's Philosopher's Stone, it can act as your spellfocus in lieu of your artificer's tools but is also indispencible for using your gemdweomancer specialist features. It's effects only work for you as it is attuned, and you can only use one. If you loose it, you can craft another one.
**Spellgemcraft mastery.** The Master Spellgem helps you create regular spellgems at much greater efficiency. The crafting costs of a spellgem are reduced by 50% of what is listed in the DMG, and the crafting duration is reduced drastically: the maximum spell level of the gem x 10 in hours. Unlike magic item crafting in the DMG, others cannot help you in the crafting process unless they are svirfneblin. Your spellgems do not count as infusions; they are the same as listed in the DMG.
**Pocket monster orb.** As an bonus action you are able to temporarily absorb one adjacent living creature into the crystal structure of your Master Spellgem. Any willing or unconscious creature with hit die equal or less than you can be stored in your Master Spellgem indefinately. While in the Master Spellgem the creature percieves no time. They do not age, experience hunger or thirst, suffer ongoing effects or death saves; they are effectively frozen in their own pocket dimension. Anyone holding the Master Spellgem can release the creature and they reappear withing 5 feet in the same condition they went it. If the Master Spellgem is destroyed then the creature inside it appears adjacent normally.
#### Prismatichrometoics
At 5th level, you are able to manipulate magical energies (except poison or acid) through your Master Spellgem.
**Incidence Lens** Whenever you cast a spell that deals damage using your Master Spellgem as the spellcasting focus, you gain a bonus damage equal to your proficiency, and the bonus's damage type is switched between these pairs:
| | | |
|:----:|:--:|:----:|
| fire | <-> | cold |
| necrotic | <-> | radiant |
| force | <-> | psychic |
| thunder | <-> | lightning |
**Refractive Index.** As a reaction, whenever you are hit by an area-of-effect spell that deals cold, fire, force, lightning, necrotic, psychic, radiant, or thunder and succeed in your saving throw, half of the area-of-effect spell damage is refracted by your Master Spellgem and redirected. The player who took the most damage in the attack (closest to death breaks a tie) rolls a d8 on the *Energy Type Refraction Index* table below. An energy blast of that damage type equal to half of the area-of-effect spell damage is redirected to the caster.
##### Energy type refraction index
| d8 | Energy type | d8 | Energy type |
|:----:|:---------|:---|:---|
| 1 | cold | 5 | lightning |
| 2 | fire | 6 | radiant |
| 3 | force | 7 | thunder |
| 4 | psychic | 8 | necrotic |
The Master Spellgem can refract area-of-effect damage in this manner only once per round. You can use this feature a number of times equal to your intelligence modifier per long rest.
#### Crystalimancytemporics
At 9th level, you gain deep understanding about the crystal structures of the basic building blocks of the universe.
**One spellgem to rule them all.** Your Master Spellgem is connected to all other spellgems you have created. When you cast a spell on your turn using your Master Spellgem as a focus, you can cast it as if you were in the same space as someone holding one of your spellgems, instead of your own space. You can do so a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest. This requires you to be able to see the creature holding your spellgem. A creature holding your spellgem can also speak telepathically with you as long as you have your Master Spellgem and are on the same plan of existance.
**Spell crystalization.** You can crystalize the magic of a spell temporarily, delaying it's offset. When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a Tiny crystal latice. The spell is effectively frozen in time at the moment of casting and held within translucent 20 sided gem the size of a pea for 1 hour. This Tiny object has an AC 15 and 1 hit point, and it is immune to poison and acid damage. When the duration ends, or if the crystal is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the crystal can use its action to release the spell within, whereupon the crystal disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
Once you create a crystal with this feature, you can't do so again until you finish a short or long rest.
#### Latticeresonaportation
At 15th level you can feel the resonance of all your spell gems and infusions to such accuracy that you can magically teleport yourself between your spellgems and infusions. As a free action, you can teleport yourself to a space adjacent to anyone holding one of your infusions or spellgems. You do need to see the person and can do this only once per turn.
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### Credits
This homebrew was created using https://homebrewery.naturalcrit.com for the campaign https://gaximplague.obsidianportal.com . The Specialist Features are adapted from various Wizards of the Coast publications, all spells and other text adapted from various material by @Frak_Lou_Elmo. Art credited where found.