Crystal Mage Most spellcasters have focused their efforts on drawing out their innate powers. Others have dedicated themselves to a god or belief system, and pursue magical strength in order to bring glory to their cause. And still others simply find themselves with magical abilities that they can barely explain, yet somehow control. The Crystal Mage, however, does not quite fit into any of these categories. They have focused their efforts on drawing out the power inherent in stones and gems, power that other mages amplify with enchantments, but the Crystal mage prefers to harness in its raw state. They use this magic not to cast spells, but rather integrate it into themselves, believing that in so doing they may refine themselves like the crystals that they harness. Explorers and Survivors Most crystal mages are driven by a strong sense of adventure; the exploration of the unknown and the discovery it brings are what guide them in all their actions. This adventuring brings them to many different lands, each possesing unique people, cultures, climates, and most importantly, geography. What might be considered a rare and valuable gem in one part of the world may well be commonplace elsewhere, and a crystal mage is always striving to expand their collection and powers. They are especially interested in collecting stones that may be exclusive to certain parts of the world and discovering the mysteries that they hold. As a result of their almost nomadic natures, they tend to learn much more about foreign lands than most. They are also always at risk, as travel is rarely safe. When creatures and monsters and bandits leave them alone, they must deal with harsh weather conditions, struggling to remain fed, and finding enough shelter to meet their needs. As such, they are very resourceful in their travels and are rarely caught unprepared; when they are, they are excellent at adapting to a situation and doing whatever it takes to survive. Perfected through hardship Self improvement is the core philosophy behind crystal magic. Talented crystal mages can turn even the ugliest rubble into dazzling gems, and that is what each crystal mage strives for: to refine themselves, remove their impurities, and become as the gems they are so fascinated with. Because of this, they never run away from a challenge; if something proves too difficult, they will do whatever they must to be able to overcome it, going so far as to dedicate years of their life to training just to surpass something that previously stopped them. The rough lifestyle that they have chosen serves to help them achieve this task; the more difficulties they face, the more skills they learn in overcoming them. The Crystal Mage Level Proficiency Bonus Features Crystalization Capacity 1st +2 Living Stone, Crystalline Absorption 1 2nd +2 Honed Body 1 3rd +2 Crsytalline Structure 1 4th +2 Ability Score Improvement 1 5th +3 ─ 2 6th +3 Structure feature 2 7th +3 Superior Hardness 2 8th +3 Ability Score Improvement 2 9th +4 ─ 3 10th +4 Structure Feature 3 11th +4 Honed Body improvement, Jack of All Trades 3 12th +4 Ability Score Improvement 3 13th +5 ─ 4 14th +5 Structure Feature 4 15th +5 Nature's Ally 4 16th +5 Ability Score Improvement 5 17th +5 Honed Body improvement, Structure Feature 5 18th +6 Shattering Impact 5 19th +6 Ability Score Improvement 5 20th +6 True Crystalization 5 Class Features As a crystal mage, you gain the following class features Hit Points Hit Dice: 1d10 per level

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

10 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple weapons, Martial weapons

Simple weapons, Martial weapons Tools: Mason's Tools, Jeweler's Tools Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose Three from Perception, Survival, Nature, History, Arcana, Investigation, Medicine

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a warhammer or (b) any martial weapon

(a) two daggers or (b) any simple weapon

A light crossbow and 20 bolts

An explorer's pack Living Stone As you use the magic inherent in crystals, you learn to absorb a part of that magic into your own body. Your body begins to manifest signs of the stones you favor using, and becomes faintly streaked with veins of crystal and gemstone. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Constitution modifier. Crystalline Absorption Your body also experiences changes on the inside. Your hands gain the ability to dissolve stones and absorb the powers inside them. At 1st level, you choose one type of stone to absorb in this way, and gain permanent benefits based on the type of stone absorbed. The types of stones you can absorb as well as their benefits are detailed at the end of the class description. When you gain certain crystal mage levels, you absorb additional stones and their powers, as shown in the Crystalization Capacity column of the crystal mage table. Stones absorbed in this way manifest on the back of your hands, forming small circles as you add more stones. Each gem has two minor properties, a major property, and an ultimate property. When you gain a new gem, you immediately gain access to its minor and major properties. Each stone's ultimate property becomes available to you at the specified level. Additionally, when you gain a level in this class, you can choose one of the stones that you have absorbed and replace it with another stone that you could absorb at that level. Honed Body Starting at 2nd level, your determination to be strengthened through hardship allows you to turn the blows you take into personal strength. Whenever you take damage from an enemy, you may choose to use your reaction to receive a -1 penalty to your AC. If you do, you receive a +1 bonus to attack and damage rolls. This penalty and bonus lasts until you take a short or long rest, and can stack up to a total bonus of +3. When you reach 11th level, you gain more control over this feature. Whenever you use this feature, you can choose to take up to a -3 penalty and a +3 bonus immediately. Crystalline Structure When you reach 3rd level, you choose a crystalline structure, which reflects your personal views and the path that you wish to dedicate your time, energy and efforts to studying and improving. Both structures are based on the stages that gemstones and crystals go through, structuring their idealogies and practices around each stage: The Rough Stone and The Polished Gem, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 17th level. Superior Hardness Starting at 7th level, you gain the ability to focus the powers inherent in stone to become more resilient. If you spend 10 minutes concentrating on focusing this power, you gain resistance to all damage. You also gain temporary hitpoints equal to your crystal mage level + your constitution score. After an hour has passed, or if your temporary hitpoints drop to 0, you lose the effects of this trait. You may not use this trait again until you finish a long rest. Purification Starting at 11th level, your Living Stone feaeture actually coats you with a thin layer of stone and gems, and you gain the ability to make minor repairs to this layer. Whenever you recover hitpoints during a short rest, you regain the maximum amount of health for each hit die you use, as long as you have collected the stone that chipped off. Nature's Ally Starting at 15th level, you gain the ability to cast Commune with Nature as a ritual. In addition to the facts that you learn by casting the spell, you also learn the location and identity of any rare or precious minerals, gems, ores, or metals. Shattering Impact Starting at 18th level, your fine control over the powers flowing through your body allows you to deal extreme damage as a last resort. As an action, you may make an unarmed strike using double your constitution modifier for your attack bonus against a creature or object. This attack is considered magical for the purposes of overcoming resistances, but not for any other purposes (i.e. cannot be suppressed by an antimagic field). If the attack connects, the target takes 20d8 bludgeoning damage, plus an extra amount of damage equal to the number of temporary hitpoints you currently have from the Superior Hardness trait. This attack deals double damage to objects and structures. You may also choose to push creatures you hit a number of feet away from you in a straight line equal to your constitution score. When you use this feature, you explode all the crystals and gems that coat your body, except those adorning your hands from the Crystalline Absorption trait. In doing so, you lose all benefits from your class and structure features and gain one level of exhaustion. The only properties you retain are those granted from the Crystalline absorption trait. In order to restore yourself to your prime condition and regain these features, you must take a long rest when you have no levels of exhaustion.

True Crystallization At 20th level, you gain the ability to alter your form to that of true crystal. As an action, you change your form to become entirely made of a crystal harder than diamond. All of your equipment and weapons are absorbed into this form; for as long as you are in this form, you can use no items, armor, or weapons. Instead of your normal stats, you use the stats provided for Crystal Form presented at the end of the class description. This transformation is treated as the Polymorph spell and lasts for 1 hour or until the crystal form is reduced to 0 hitpoints. Using the Shattering Impact feature while in this form ends it instantly, but it automatically hits and deals the maximum amount of damage possible. Instead of adding the temporary hitpoints from the Superior Hardness feature, use the Crystal Form's remaining hitpoints. You also gain 3 levels of exhaustion, instead of just one. Crystalline Structures Two basic philosophies prevail among crystal mages, both based on a deep respect for the phases that a gem goes through. The path of self improvement is the most important path to follow for the crystal mage, and these structures represent how the mage feels they can best accomplish this. Both build off the basic principles and techniques of crystal magic, and thus a crystal mage need choose a structure only upon reaching 3rd level. The Rough Stone Mages of The Rough Stone are more interested with the process a stone goes through in order to become a gem than they are with the final product. They strive to replicate the endurance of stone as it is eroded, chipped away at, and dissolved until it reaches a state of beauty. Though all crystal mages are trained in fighting in order to survive, those of the Structure of the Rough Sone are particularly focused on their combat abilities. Jagged Edges Starting when you choose this structure at 3rd level, you may cause your enemies to injure themselves as they attack you. When you take damage from a melee attack, you may use your reaction to inflict damage to them equal to your crystal mage level + your constitution modifier. Sturdy Structure You have adapted yourself to embrace the solidity of stone. At 6th level, your hit point maximum increases by 6, and increases by 1 again whenever you gain a level. Additionally, you have advantage against any saving throw to avoid being knocked prone, and are immune to being petrified. A Rolling Stone Starting at 10th level, you have learned to use your momentum to its fullest. When you move at least 15 feet on a turn, you can attack twice, instead of once, whenever you take the attack action on your turn. If you attack a creature that you did not attack last turn, you may add a bonus to your damage roll equal to the number of feet moved divided by 5. Hard Heart, Harder Body Starting at 14th level, you are immune to being charmed and frightened. In addition, when you use the Superior Hardness feature, you gain immunity to nonmagical piercing, slashing, and bludgeoning damage instead of resistance to them. Erosion Starting at 17th level, you have learned to completely harness the power of stone to improve when subjected to overwhelming force. Whenever you take damage for the first time in combat, you gain the following benefits: You may now use your bonus action to take another attack action each turn.

You may take the dodge action on your turn instead of moving

If you are below half of your maximum health, your AC increases by 2

If you are below half of your maximum health, add 1d6 to your damage whenever you use the Jagged Edges feature. The Polished Gem The Structure of the Polished Gem focuses less on the strength and endurance on gems than it does on their refinement and intricacies. They are interested in bettering themselves in more ways than simply enduring difficulties, and as such they seek out learning more than other crystal mages. If the Structure of the Rough Stone represents the strengthening of the body, the Structure of the Polished Gem seeks to perfect the mind. The fires they forge themselves in are more akin to mental excersises than physical peril. Expertise When you choose this structure at 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with a tool kit. Your proficiency bonus is doubled for any ability check you m ake that uses either of the chosen proficiencies. At 10th level, you can choose two more of your proficiencies (in skills or with a toolkit) to gain this benefit Coveted Jewels At 6th level, choose a minor property from a gem of a level that you could absorb; you gain this property as a permanent feature. You need to be in possesion of the gem to gain this feature, and you lose it if it is ever more than 100 feet away from you. At 17th level, choose a major propert from any gem you have not absorbed; you gain this property as a permanent feature. You do not need to be in possession of the gem to gain this benefit.

Diamond in the Rough Starting at 10th level, you gain the ability to use stones that you have not absorbed. As an action, you may use your magic to destroy a gem that you are holding; you gain the minor and major properties of that stone for 10 minutes, or until you choose to dismiss this ability as a free action. Once you use this feature, you cannot use it again until you take a short or long rest. Additionally, you gain the ability to turn ordinary stones into gems. These gems have no benefit or use other than as decorations, though they appear to be perfect gemstones. When exposed to any acidic liquid (such as the solution most jewelers use to test authenticity) they revert to their original form. To transforms stones, you must spend an hour concentrating on the process. You may convert up to 10 pounds of stone at once. You can choose what gem they turn into, but the entire batch must be the same. Master Teacher Starting at 14th level, you have become so practised at your skills that you can help even the most incompotent person to become able to complete tasks adequately. If you are performing a skill that you have expertise in, you may forgo the expertise bonus in order to give another person proficiency in that skill for as long as you are working with them. This applies to skills and toolkits. Perfectly Polished Starting at 17th level, your quest for perfection has resulted in a complete mastery of your talents. When you roll for damage and have to roll more than one dice, you may choose to replace on of your dice rolls with the maximum possible roll. You can also choose to replace any d20 roll you make with a 15. If you do so, you cannot use this feature again until you finish a short or long rest. Crystal Form Armor Class 22

22 Hit Points 120

120 Speed 50ft., flying 50 ft, burrow 50 ft STR DEX CON INT WIS CHA 20(+5) 15 (+2) 24 (+7) 20 (+5) 20 (+5) 10 (+0) Condition Immunities Petrified, Poisoned

Petrified, Poisoned Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons

bludgeoning, piercing, and slashing damage from nonmagical weapons Senses passive Perception 15 Magic Resistance. While in your crystal form, you have advantage on saving throws against spells and other magical effects. Siege Monster. While in your crystal form, you deal double damage to objects and structures. Dazzling Gleam. When you enter your crystal form, all creatures you designate within 60 feet must make a DC 18 constitution saving throw or become blinded for one minute. Actions Multiattack. While in your crystal form, you can make 3 unarmed strike attacks. Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit 5d6 + 8 bludgeoning. If a creature is hit by three unarmed strike in one turn, they must make a DC 15 Constitution saving throw or become petrified in crystal. Reflective Light (Recharges 4-6). Ranged Spell Attack: +15 to hit, reach 150ft., one target. Hit 5d10 + 10 radiant Shattering Impact. See feature listed above

Gems Spell Save DC Some of the properties of these gems will require creatures to make a saving roll against your spell save DC. Your spellcasting ability is Wisdom for all the properties of these gems, therefore the saving throw DC is calculated as follows: Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier Minor Gems Quartz Cold/Ice Minor Property You may cast the spell frostbite at will without expending any componets.

You may cast the spell frostbite at will without expending any componets. Minor Property You gain resistance to cold damage.

You gain resistance to cold damage. Major Property When you attack with a meele weapon, the damge type switches to cold damage.

When you attack with a meele weapon, the damge type switches to cold damage. Ultimate Property (9th level) You may cast Ice Storm. You regain this property after a long rest. Garnet Strength Minor Property You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.

You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. Minor Property You have advantage on death saving throws

You have advantage on death saving throws Major Property You may use your contitution modifier in place of your strength modifier for any ability checks or saving throws. Your proficiency bonus is unaffected.

You may use your contitution modifier in place of your strength modifier for any ability checks or saving throws. Your proficiency bonus is unaffected. Ultimate Property (9th level) You are permanently affected by the spell Death Ward Jade Earth/Rocks Minor Property You may cast the spell comprehend languages without expending any components. You regain use of this property after taking a short or long rest.

You may cast the spell comprehend languages without expending any components. You regain use of this property after taking a short or long rest. Minor Property Whenever you receive or give healing, roll 1d4 and add that number to the amount of healing being received.

Whenever you receive or give healing, roll 1d4 and add that number to the amount of healing being received. Major Property Once per day, when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Once per day, when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Ultimate Property (15th level) You become affected by a permanent Aura of Purity spell that affects only you. Pearl Electricity Minor Property You may cast the spell sleep without spending any components.

You may cast the spell sleep without spending any components. Minor Property Your swimming speed doubles.

Your swimming speed doubles. Major Property You may cast the spell Create or Destroy Water as a 4th level spell.

You may cast the spell Create or Destroy Water as a 4th level spell. Ultimate Property (15th level) You may cast the spell tidal wave without expending any material components. Major Stones Opal Death/Life Prerequisite: 11th level Minor Property You may cast False Life as a 3rd level spell.

You may cast False Life as a 3rd level spell. Minor Property You gain immunity from being charmed.

You gain immunity from being charmed. Major Property You may cast the spell Death Ward as a bonus action.

You may cast the spell Death Ward as a bonus action. Ultimate Property (17th level) You may cast the spell harm. You regrain the use of this property after taking a long rest. Peridot Acid/Poison Prerequisite: 11th level Minor Property You may cast the spell chromatic orb as 3rd level spell as acid damage only.

You may cast the spell chromatic orb as 3rd level spell as acid damage only. Minor Property You may cast the cantrip acid splash as a bonus action as a 5th level spell.

You may cast the cantrip acid splash as a bonus action as a 5th level spell. Major Property When you attack, you may add 2d6 acid damage. You regain this property after a short rest.

When you attack, you may add 2d6 acid damage. You regain this property after a short rest. Ultimate Property (17th level) You may cast the spell Disintegrate. You regrain use of this property after taking a long rest. Amethyst Healing Prerequisite: 11th level Minor Property You may cast the spell detect magic at will. You do not need to maintain concentration on this spell.

You may cast the spell detect magic at will. You do not need to maintain concentration on this spell. Minor Property You may cast the spell Find Traps as an action. You may cast this spell a number of times equal to your wisdom modifier; you regain all expended uses after a long rest.

You may cast the spell Find Traps as an action. You may cast this spell a number of times equal to your wisdom modifier; you regain all expended uses after a long rest. Major Property You may cast the spell Legend Lore. You regain use of this property after taking a long rest.

You may cast the spell Legend Lore. You regain use of this property after taking a long rest. Ultimate Property (18th level) You may cast the spell Astral Projection. You regain use of this property after taking a long rest. Sapphire Water Prerequisite: 15th level Minor Property You may cast the spell Moonbeam at will without expending any material components.

You may cast the spell Moonbeam at will without expending any material components. Minor Property All of your weapon attacks deals an extra 2d6 cold damage. You may choose not to add this bonus if you wish.

All of your weapon attacks deals an extra 2d6 cold damage. You may choose not to add this bonus if you wish. Major Property You may cast the spell Conjure Celestial. You do not need to maintain concentration on this spell. You regain use of this property after a long rest.