Crystal Mage (5e Subclass)

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Crystal Mage[edit]

Fighter Subclass

Crystal Mages started when a group of wizards were researching crystal magic to make it so finding materials a easier endeavor, but the crystals generated acted differently than expected, a miner was called to mine these weird crystals, when the crystals were broken they dissipated and damaged the surface they were created in, the miner showed signs of magical enhancement, and when asked to strike another pile of minerals, their strikes were elementally charged.

After this experiment, wizards and miners with dreams of adventure created the way of the Crystal Mage, where they trained on using pickaxes and these crystal spells to combat opponents and help allies.

Crystal Casting

When you reach 3rd level, you learn how to use crystalizing spells in battle. A weapon of your choice, usually a pickaxe, will become a "channeling weapon". You can only have one "channeling weapon", and you can change what weapon is your "channeling weapon" when you take a long rest.

Spellcasting Ability

Dexterity is your spellcasting ability for the Crystal Mage spells, since you learn this power through training. You use your Dexterity whenever a spell refers to his spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a Crystal Mage spell you cast and when making an attack roll with one.

   Spell save DC = 8 + your proficiency bonus + your Dexterity modifier
   Spell attack modifier = your proficiency bonus + your Dexterity modifier

Crystal Clear Knowledge

At 3rd Level You can cast the Crystalize cantrip as a bonus action, you have 2 charges of this feature, you regain all charges when you finish a short rest. You gain additional charges of this feature at 7th level, 10th level, 15th level and 18th level.

Cantrips

At 3rd Level you learn three (3) types of the cantrip Crystalize of your choice, all of them work the same, but change their elements and effects. You can change the elements of each Crystalize every time you take a long rest. You learn an additional Crystalize at 10th level, 15th level and 18th level.

Crystalize

Cantrip

Casting Time: 1 Action
Range: 4.5 Meters
Components: V
Duration: 1 minute
You crystalize a body part of a creature. Choose one creature you can see within range. A target must succeed on a Strength saving throw against your DC or a body part will be crystalized. A creature can only have 3 crystalized body parts, crystalized body parts work normally, and give the creature 5 temporary hit points per crystalized body parts. When a crystal is broken by someone the creature takes 1d6 of elemental damage equal to the element you chose for this cantrip and the body part returns to normal.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

The one who destroys the crystalized body part and creatures chosen by them within of a radius of 6 Meters from the crystalized being gain a effect that changes according to the element used in the cantrip. At 3rd level or bellow these effects do not stack, at 5th level each creature can have up to 2 effects of the same type, at 11th level each creature can have up to 3 effects of the same type. When these effects stack increase both duration and amount of dice rolled.

Elements
This is a list of elements which the Crystalize cantrip can aquire, and the effects they have on allies.

Cold: You feel strong, you gain 1d4 temporary hitpoints for 1 minute, increases by 1d4 when you reach 5th level (2d4).
Fire: You feel warm, you gain a 1d4 bonus for attack rolls for 1 minute, increases by 1d4 when you reach 5th level (2d4).
Lightning: You feel powerful, you gain a 1d4 bonus for damage rolls for 1 minute, increases by 1d4 when you reach 5th level (2d4).
Necrotic: You feel thirsty, for 1 minute, when you successfully deal damage to a creature, you recover 1d4 hit points, increases by 1d4 when you reach 5th level(2d4)
Poison: You feel like your body is made out of gas, for 1 minute, when a creature does an attack roll against you, their attack roll result is reduced by 1d4, increases by 1d4 when you reach 5th level(2d4).
Acid: You feel fast, you gain extra 1d4 meters move speed for 1 minute, increases by 1d4 when you reach 5th level (2d4).


Crystal Combos
At 7th level you learn to mix and match your crystalized energy, every time you break a crystal using your "channeling weapon" it gains a elemental charge, these charges dissipate after 10 minutes, you can only store 3 elemental charges, after you have 3 elemental charges you can activate a combo as a bonus action, when you activate a combo you use all charges, these combos give you special effects according to which elements you used.

There are two types of crystal elements, Natural and Unnatural, for the lack of better terms. Fire, Cold and Lightning are Natural, while Acid, Necrotic and Poison are Unnatural.

The combos give you a extra stack of the elemental effects used, this stack ignores the limitations set by the cantrip rules (as an example, if you have already 2 stacks of an acid effect bonus, and you use a combo which involved a acid elemental charge, you now have 3 stacks of the acid effect bonus).

The combos are the following:

3 Natural Elements: For 10 minutes, or until you activate another combo, the following successful physical melee attack you do deals extra 1d4 Fire, 1d4 Cold and 1d4 Lightning Damage, all elemental damage increases by 1d4 when you reach 11th level (2d4).
2 Elements of a Type and 1 Element of the Different Type: Once, for 10 minutes, or until you activate another combo, you can do a 3 Meter attack with your "channeling weapon", this attack deals damage equal to the damage of your "channeling weapon" + 1d4 damage of a element used in this combo of your choice, all elemental damage increases by 1d4 when you reach 11th level (2d4). (this attack is usually seen as a magical aura around your weapon which mimics it's shape but increases in size).
3 Unnatural Elements: Once, for 10 minutes, or until you activate another combo, you can fire a disc of magical energy to a creature you choose within 12 meters of you, this disc deals slashing damage equal to the damage of your "channeling weapon" + 1d4 Poison + 1d4 Acid + 1d4 Necrotic, all elemental damage increases by 1d4 when you reach 11th level (2d4).

Miner's Knowledge
At 10th level you acquire more knowledge about minerals and alike, you gain advantage on attacks against earth elementals and crystalized creatures, you gain advantage on Nature and Survival checks when related to caves and minerals, and you also gain advantage on bartering with merchants about sales involving minerals and innate knowledge about each mineral true price.

Crystal Armor
At 10th level you can as an action reinforce your body with your own crystals, you can use this feature a number of times equal to your proficiency bonus + your Dexterity modifier, you regain charges equal to 1d4 every time you take a short rest, and you regain all charges when you take a long rest.

When you use this feature, you choose one element among the ones which you've chosen for your Crystalize cantrip, you gain resistance to the element chosen, +2 AC and 2d6 temporary hit points, this becomes 3d6 at 15th level and 4d6 at 18th level.

Crystal Release
At 15th level, while you have a crystal armor activated, you can explode your armor and deal 2d6 elemental damage equal to your armor's element to ALL creatures in a 4.5 Meters radius of you, this damage increases to 3d6 when you reach 17th level. When you use this feature you lose all temporary hit points gained by your crystal armor and take 1d4 elemental damage.

Opaque Crystal Lock
At 15th level when a creature that you can see has 3 crystalized body parts you can, as a bonus action, prevent them from doing any action and bonus action which requires physical movement for 1 minute, or until you break concentration, or until someone breaks one of the creature's crystalized body parts.

Crystal Resolve
At 18th level you gain resistance to all elements you currently chose for your Crystalize cantrips. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to use all charges you have left of Crystal Armor and cure hit points equal to half your total hit points. You can only use this feature once, this recharges every time you take a long rest.

Please send any fan art to cadu.solaris@gmail.com thank you very much!

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