Crystal Warrior Highly practiced in the art of gilstone magic, crystal warriors channel magical energy through their weapons to strike their foes. Their skill with a weapon is just as fearsome as any fighter, but their ability to channel the energy of gilstone magic is what really sets them apart on the battlefield. Class Context This class was created for a world in which there exists a crystalline material with magical properties called gilstone. It is not a common material, but is not restrictively rare either. The class could easily be adapted to centralise around any other uncommon or rare material relevant to your campaign. I have written this as a Charisma based, but this could easily be changed depending on what material you use in your campaign and how it is used. To do this, simply replace all relevant instances of CHA with INT/WIS. If using WIS, also replace proficiency in DEX saving throws with STR. Note on Items Initially this class contained features for item attunement and crafting at levels 2 and 14 respectively. However, I have since decided that the base game rules on these things are sufficient and replaced them with the detection feature. Nevertheless, it is strongly recommended that any campaign using this class include a number of magical items made of the relevant material, perhaps some requiring two levels in this class as a prerequesite for attunement. It is also recommended that the DM be open to item creation, particularly after level 14. Class Features As a crystal warrior, you gain the following class features Hit Points Hit Dice: 1d10 per crystal warrior level

1d10 per crystal warrior level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per crystal warrior level after 1st Proficiencies Armor: All armour and shields

All armour and shields Weapons: Simple weapons, Martial weapons

Simple weapons, Martial weapons Tools: None

None Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception, Survival The Crystal Warrior Level Proficiency Bonus Maximum Energy Features 1st +2 1 Enchanted Strike, Crystalline Bond 2nd +2 2 Fighting Style, Crystal Adept, Crystal Detection 3rd +2 3 Warrior Archetype 4th +2 4 Ability Score Improvement 5th +3 5 Extra Attack, Enchanted Strike Improvement 6th +3 6 Warrior Archetype Improvement 7th +3 7 Magic Weapon 8th +3 8 Ability Score Improvement 9th +4 9 Magic Armour 10th +4 10 Warrior Archetype Improvement 11th +4 11 Enchanted Strike Improvement 12th +4 12 Ability Score Improvement 13th +5 13 Magic Weapon Improvement 14th +5 14 Crystal Adept Improvement, Crystal Detection Improvement 15th +5 15 Warrior Archetype Improvement 16th +5 16 Ability Score Improvement 17th +6 17 Enchanted Strike Improvement 18th +6 18 Magic Weapon Improvement 19th +6 19 Ability Score Improvement 20th +6 20 Constant Vigour Equipment You start with the following equipment, in addition to the equipment granted by your background: A martial gilstone weapon and 20 ammunition (if required)

(a) Chain mail, (b) scale mail or (c) leather armour

(a) A simple weapon and a shield or (b) two simple weapons

(a) Two handaxes or (b) a crossbow and 20 bolts

(a) A dungeoneer's pack or (b) an explorer's pack

Crystalline Bond Beginning at level 1, you can bond a weapon made of gilstone to you. This bond takes 1 hour to form and can be completed during a short rest. Once bonded, you cannot be disarmed unless you are incapacitated. Additionally, if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can only bond to one weapon and must sever any existing bond you have if you wish to bond to a new weapon. If your bonded weapon requires attunement, you attune to it as part of the bonding process, and it does not count against the limit of the number of magical items you can attune to. Enchanted Strike Beginning at 1st level, your bond with your weapons allows you to channel magical energy through them to strike your foes. Once per turn when you attack using your bonded weapon, you can spend energy to augment the attack into an enchanted strike. The enchanted strike deals 1d6 damage in addition to the weapon's damage, increasing to 2d6 at level 5, 3d6 at level 11 and 4d6 at level 17. The energy cost and damage type of the attack depends on which enchantment is chosen, as detailed in the enchantment table below. Your maximum energy is equal to your crystal warrior level, as detailed in the class features table. You regain all spent energy after a short or long rest. Using an enchanted strike is considered to be casting a spell for the purposes of interacting with other game mechanics. Its level is equal to the base energy cost of the enchantment, and requires a verbal component. (For example, You must choose to use an enchanted strike before you make an attack roll. If your attack misses, you can use your concentration to hold onto the energy of the enchantment for up to 1 minute until you hit or use a new enchantment. However, if you hit with an enchanted strike that was held from a previous turn, you cannot use another one this turn. Each enchantment also has a different secondary effect. Some secondary effects require the target to fail a saving throw, the DC for which is (8 + CHA + Proficiency bonus). If the target succeeds they still take full damage but do not suffer the secondary effect of the enchantment. Enchantment List v3 Name Level Cost Damage Type Saving Throw Secondary Effect Fire 1 1 Fire CON* Target ignites for one minute, taking 1 fire damage at the start of each of its turns. This damage increases to 2 at level 5, 3 at level 11 and 4 at level 17. An action can be used to pat out the flames, ending the effect early. Ice 1 1 Cold - Target is slowed by 10ft next turn. Shock 3 1 Lightning - Target cannot use reactions until its next turn. Wind 3 1 Thunder STR Target is pushed backward 10ft. Tremors 5 2 Bludgeoning DEX Target is knocked prone. Brambles 5 2 Piercing STR Target is restrained until the end of your next turn. Revealing Light 8 2 Radiant - The target emits a dim light for 1 minute, revealing it if it is invisible. Cripple 8 2 Necrotic - The first attack the target makes with a STR weapon within the next minute deals half damage. Blinding Light 11 3 Radiant CON* Target is blinded for one minute. Sonic Boom 11 3 Thunder CON* Target is deafened for one minute. Nullify 14 3 Force - You pierce through magical effects on the target. Cast Dispel Magic on the target at 3rd level with Charisma as your spellcasting ability. Silence 14 3 Psychic WIS* Target is unable to speak for one minute. While unable to speak, it cannot cast spells with verbal components. Fear 17 4 Psychic WIS* Target becomes frightened for one minute and must dash away from you if able. It cannot repeat the saving throw while it has line of sight to you. Slow 17 4 Psychic WIS* Target is slowed for 1 minute (see Slow spell). Polymorph 19 4 Psychic WIS Target is transformed into a beast of your choice for 1 minute. Banish 19 4 Force CHA Target is incapacitated and banished to a harmless demiplane for 1 minute. * The target can repeat the saving throw at the end of each of its turns to end the effect early.

Fighting Style You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Archery You gain a +2 bonus to Attack rolls you make with Ranged Weapons. Defense While you are wearing armour, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to Damage Rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. Crystal Adept Beginning at level 2, you gain proficiency all skill checks relating to the magical properties of gilstone, and you can choose to use your Charisma modifier for these checks instead of other abilities. You may wish to add this as a new skill on your character sheet. At level 14, your proficiency bonus for these skill checks is doubled. Crystal Detection Beginning at level 2, you can tap into your natural understanding of gilstone to learn about objects made of it. You gain a number of detection charges equal to your Charisma modifier (minimum 1). You can spend a charge to cast Detect Magic, Identify or Locate Object, but you can only learn information about objects made of gilstone. You do not require material components to cast these spells. At level 14, you gain the ability to use a detection charge to supress the magical aura of any gilstone objects you are attuned to or that you are carrying if they do not require attunement. This requires concentration and can be held for up to 10 minutes. Additionally, the potency of your other spells increases: Detect Magic: Now a constant, passive effect not requiring concentration. You can spend a detection charge to cast the spell (concentration up to 10 minutes) at detection range of 1000 feet which can only by blocked by a sheet of lead.

Identify: Range increases to all objects you can see with your passive detect magic, and casting time reduces to 1 action.

Locate Object: Range increases to the entirety of your current plane of existence, maximum duration increases to 8 hours, and can only be blocked by a lead box at least 1 inch thick. Warrior Archetype The only thing crystal warriors have in common is their ability to channel the energy of gilstone magic. Each one has a unique set of skills both on and off the battlefield. At 3rd level, you choose an archetype that reflects the other skills you have practiced. The archetype you choose grants you features at 3rd level and again at 6th, 10th, and 15th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. Magic Weapon Beginning at level 7, any damage you deal with your bonded weapon is considered magical for the purposes of ignoring non-magical resistance and immunity. Additionally, you can add 1 to your attack and damage rolls when using your bonded weapon. At level 13, this bonus increases to half your charisma modifier (rounded up, minimum 1). At level 18, this bonus increases to your full charisma modifier (minimum 1). This bonus does not stack with the bonuses from weapons which are already magical - take the higher value between the innate power of the weapon and the power which you channel into it. Magic Armour At level 9, you can choose one of the following benefits. Hardened Crystal When you take nonmagical slashing, piercing or bludgeoning damage while wearing armour made of gilstone, you can reduce the result of each damage die rolled by 1. You also gain a +1 bonus to AC when using a shield made of gilstone if it is not already a +1 shield. Light Crystal When an attack roll is made against you while you are wearing armour made of gilstone, you can use your reaction to increase your AC against that attack as if your armour was one weight class lighter. (You can add up to +2 DEX to your AC if wearing heavy armour, or your full DEX modifier if wearing medium armour.) Constant Vigour At 20th level, reduce the energy cost for each of your enchanted strikes by 1.

Warrior Archetypes Crystal warriors have many different skillsets and fighting styles. The archetype you choose reflects the skills you have in addition to your mastery of gilstone magic. Soldier The soldier is trained in many types of combat, and specialises in using their raw physical strength to overcome obstacles that their magical powers cannot. Second Wind Beginning at 3rd level, you can use a bonus action on your turn to regain hit points equal to 1d10 + your crystal warrior level. Once you use this feature, you must finish a short or long rest before you can use it again. Remarkable Athlete Starting at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose an additional fighting style. This additional fighting style may be any of those available to the Fighter class - it is not limited to the four listed in the Crystal Warrior class feature. Indomitable Beginning at 15th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a short or long rest. Explorer The explorer is an experienced traveller, capable of facing many different types of treacherous terrain. They are generally very agile and have a knack for being able to escape the many dangerous situations they have encountered on their travels. Natural Explorer Choose one type of favoured terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the underdark. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favoured terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel.

Your group can’t become lost except by magical means.

Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

If you are traveling alone, you can move stealthily at a normal pace.

When you forage, you find twice as much food as you normally would. Escape the Horde Beginning at 6th level, opportunity attacks against you are made with disadvantage. Land's Stride From 10th level, moving through non-magical difficult terrain costs you no extra movement. Additionally, you can move through nonmagical plants without slowing down or taking damage from thorns or similar hazards, and you have advantage on saving throws against magical plants that restrict movement. Evasion Beginning at 15th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

This section is work in progress for v3 Battlemage All crystal warriors are able to use their own brand of magic through the power of gilstone. Battlemages take this a step further by practicing common spells learned by wizards and adapting them, channelling the power of gilstone to call these same spells. Spellcasting Having trained with other magic users, you have replicated some of the spells they are able to cast. But the way you do so is unique, harnessing the power of gilstone. Energy Casting Unlike most magic users, you do not use spell slots, but draw on the same magical energy you use to unleash your enchanted strikes. The energy cost of casting a spell is equal to 1 plus the spell's level. The maximum level you can cast a spell at using energy is one quarter of your crystal warrior level, rounded up. You can only cast spells you learn through this subclass by spending energy, and you can't use energy to cast any spells you learn outside the features of this subclass. Spellcasting Ability Your spellcasting ability is Charisma, casting spells in much the same way as the magic of your enchanted strikes. Spell Save DC = 8 + CHA + proficiency bonus Spell Attack Bonus = CHA + proficiency bonus Spellcasting Focus You can use your bonded weapon or a small piece of gilstone as a spellcasting focus for your crystal mage spells. Your weapon can also be used as part of the somatic component for these spells, meaning you do not require a free hand to cast them. Spells Known When you choose this subclass at level 3, you learn one cantrip and two level 1 spells from the battlemage spell list. At levels 6, 10 and 15 you learn one new spell and may also replace a spell you know with a new spell. These spells must be of a level you are able to cast using energy. Unnamed Feature At level 6, holding onto a missed enchanted strike no longer requires your concentration. You can still only hold one at a time, and you still cannot use a new enchanted strike on the same turn as hitting with an enchanted strike held from a previous turn. Unnamed Feature At level 10 you can concentrate on up to two crystal battlemage spells at once, as long as both spells target you and you only. When you take damage, make separate concentration check for each spell. Unnamed Feature At level 15, you can empower a single attack with two different enchanted strikes by paying the energy cost for both (the constant vigour class feature reduces this total cost by 1, not by 1 per enchantment). The target takes damage and secondary effects from both enchantments. If your attack misses, you can hold onto both enchantments using the usual rules. Crystal Battlemage Spell List Cantrips Blade Ward

Control Flames

Light

Mage Hand

True Strike 1st Level Absorb Elements

Expeditious Retreat

False Life

Feather Fall

Fog Cloud

Jump

Longstrider 2nd Level Alter Self

Blur

Darkvision

Enlarge\Reduce

Invisibility

Levitate

Spider Climb 3rd Level Fly

Gaseous Form

Haste

Protection from Energy 4th Level Fire Shield

Greater Invisibility

Stoneskin