Ali'di Crystal Mage (5e Class)
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- 1 Ali'di Crystal Mage
- 1.1 Ali'di Crystal Mage
- 1.2 Creating an Ali'di Crystal Mage
- 1.3 Class Features
- 1.4 Crystalline energy
- 1.5 Light
- 1.6 Lightning casting
- 1.7 Mage's path
- 1.8 Crystal Rejuvenation
- 1.9 Ability Score Improvement
- 1.10 Crystalline Constitution
- 1.11 Crystalline Conditioning
- 1.12 Arcane Expertise
- 1.13 Crystal Sight
- 1.14 Crystalline Chain
- 1.15 Crystalline warping
- 1.16 Crystal renewal
- 1.17 Crystal Capacitation
- 1.18 Crystal Runes
- 1.19 Runic proficiency
- 1.20 Crystal Acceleration
- 1.21 Runic sigil
- 1.22 Crystalline Prowess
- 2 Mage Paths
- 2.1 Pure Crystal Mage
- 2.2 Healing Mage
- 2.3 Fighting Mage
- 2.4 Multiclassing
Ali'di Crystal Mage
Ali'di Crystal Mage
The Ali'di are masters of utilising crystals to enhance natural magical abilities, and now you are too. Your skills lie in the resonance of a specific type of crystal that pulses with energy. The crystals tell you about the world and beyond, they are your power.
Creating an Ali'di Crystal Mage
Although there is an Ali'di College of magic, Where did you learn to use this somewhat specific magic? Were you born and raised in the Ali'thul capital or were you a traveller who happened upon it? Did your parents teach you what they knew, or were you tutored by an ancient mage? Maybe you happened upon some crystals and everything happened naturally...
- Quick Build
You can make an Ali'di Crystal Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose any background.
As a Ali'di Crystal Mage you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Ali'di Crystal Mage level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ali'di Crystal Mage level after 1st
Armor: Light armour
Weapons: Simple weapons, Crossbow, and one of Longsword, Battleaxe, or Warhammer.
Tools: Smith's tools, Jewellers' tools
Saving Throws: Intelligence, Constitution
Skills: Choose three from: Sleight of Hand, Arcana, History, Investigation, Insight, Medicine, Perception, Performance, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword or (b) Warhammer or (c) Battleaxe
- (a) Hand Crossbow, 15 Bolts or (b) 10 darts or (c) Shortbow, 15 arrows
- (a) Explorer's pack or (b) Scholar's pack or (c) Diplomat's pack
- leather armour
- If you are using starting wealth, you have 65GP in funds.
|3rd||+2||4||Mage's path, Crystal Rejuvenation|
|4th||+2||5||Ability Score Improvement, Crystal Constitution|
|7th||+3||8||Arcane Expertise, Crystal Sight|
|8th||+3||9||Ability Score Improvement|
|10th||+4||11||Path Feature, Crystal Renewal|
|12th||+4||13||Ability Score Improvement|
|16th||+5||17||Ability Score Improvement|
|19th||+6||20||Ability Score Improvement|
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
At 1st level, you gain access to a reservoir of Aetherial energy, powering your crystals.
You regain 1d6 energy per short rest, and all of them after a long rest.
At 1st level, your one and only crystal starts to produce a bright light, Blinding creatures if in front of you and within 5ft for 3 turns. Creatures must do a Constitution saving throw to not be blinded. For 1 hour, or if dispelled, The crystal produces a bright glow, lighting an area brightly for 20 foot and an additional 20 foot of dim light.
This action requires 1 energy to use.
After level 5 you can cause one to produce its light without using an energy point, but not blind a creature.
At 2nd level you gain the ability to cast damage from your crystal. It does 1d6 + your spellcasting modifier lightning damage to a creature within 5 ft. The creature must do a constitution saving throw, or take full damage. On a successful throw, they take half damage
This takes 1 energy to use.
The damage of this ability increases by 1d6 at levels 3, 6, 10, and 16.
At 3rd level, you specialize into one of four paths, Healing mage, Ranged mage, Melee mage, or Utility mage.
At 3rd level, you can use an Ali'di crystal to heal a creature that is within 5 ft, 2d4 + your spellcasting modifier. Your spellcasting modifier is your Intelligence score plus your proficiency bonus This action uses 1 energy You may expend additional energy points to raise the healing by 1d4 for every 2 energy. (3d4 for 3 energy, 4d4 for 5 energy etc.)
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.
At 4th Level, your crystal grants your body better performance, and salvage in tough situations. You gain advantage in constitution saving throws.
At 5th level, your crystals grant immunity to extreme temperatures, and resistance against damage from these sources. Fire and cold damage alone will act too quickly for the crystals to stabilise your temperature, and thus this damage will still be in full.
This can be used in situations such as cold climates, deserts, or extreme weather.
At 7th level, Any skill check based on a crystalline object uses your Arcana.
You double your proficiency bonus in Arcana checks.
Your knowhow in the arcane allows you to effortlessly transfer energy into magical power, causing your spellcasting modifier and spell save DC's to increase by 3.
At 7th level you gaze into the vibrations of the gemstone in your hand, it revealing to you more about the world around you.
You gain advantage in investigation and perception checks.
You can add your spellcasting modifier on investigation and perception checks.
This ability requires 2 energy to use and lasts for 30 minutes
At 8th level, you gain the ability to imbue a crystal with energy and remotely activate it, allowing you to perform the "lightning casting" ability from a maximum of 120 feet away.
The fact that the crystals are away from you however, and therefor the number of dice you roll for this damage is half that of the damage of typical lightning casting rounded up.
You may however select any elemental type of energy (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder)
(i.e. 2d6 becomes 1d6, 3d6 becomes 2d6 etc.)
You may throw a maximum of three crystals, each one going off at the same time.
Due to this being the first use of your crystals being consumed, you must now buy additional crystals in order to utilise this ability. you gain a pouch specifically for them.
These throwable gems are cheaper than typical gems due to their smaller size (around the size of an acorn)
At 9th level, you meld some clay and crystals together into a purple mixture and affix it to a wall. The mix pulsates and suddenly a hole appears in the wall, Like its not even there. This requires an action.
The hole lasts for a number of minutes equal to your intelligence modifier, or until you collapse it.
The compound penetrates a maximum of 20 feet, requiring 1 energy per 5 feet.
If you are within the hole when it closes, you spring out to the closest side at a speed of 60 feet. This momentum is conserved outside the hole, so if you were 20 feet into the hole, you would end up 40 feet outside.
At 10th level, the mix hardens into a sort of clay, and as a result can place it as a bonus action.
At level 10, you gain the ability to breathe calmly, restoring energy to your system.
As a bonus action, you may restore 1d4 energy for a number of times equal to your proficiency bonus.
At 11th level, you flood the crystal with energy, hitting with three times as much energy, multiplying the change in hitpoints by 3. Your damage attacks and healing actions utilise this ability.
This feat requires 4 energy to be used
At the 13th level, you take inspiration from the hardened warping mix, and make a chalk-crystal compound that allows you to draw runes on surfaces, each having different effects.
Drawing a rune does not require energy, but takes 10 minutes to complete. If you do not have the required energy, the rune will not activate. Runes are activated if a creature enters it, and will last for 2 hours unless dispelled. They can be drawn on any solid surface, and disappear if the surface gets wet. Making the chalk requires a mortar and pestle, limestone and some water. 1 piece of chalk can write a maximum of 10 runes and weighs 0.025 pounds.
Rune of Flames You create a runic trap, which bursts into flame upon being entered. The creature that entered the rune and any others within 5 foot of it must do a dexterity saving throw to avoid being set on fire. This requires 1 energy upon activation.
Rune of Holding You draw a rune which traps any creature that enters it for one hour, unless dispelled. The creature must complete a wisdom saving throw, or be trapped. This rune requires 2 energy to be activated.
Rune of Exhaustion Your rune saps the energy out of the creature standing in the rune, causing them to feel exhausted. The creature must succeed a constitution saving throw, or suffer from 2nd level exhaustion. This rune requires 3 energy to be activated.
Rune of Blinding Your rune disrupts the sight of the creature that stands in the rune. They are blinded for two turns unless they succeed a constitution saving throw. The rune requires 1 energy to be activated.
Rune of Protection Your runes act outwards, projecting a barrier that protects those inside from creatures outside. These runes require 1 energy to be activated.
Runes of lasting These specialised runes cause the drawn runes to have effect for twice as long, and require 2 energy to activate every 2 hours.
At 14th level, you become more experienced in drawing runes, and if concentrating you can now draw runes in 5 minutes
At 17th level, you gain better affinity with the crystals, enabling you to force the energy into your own body, Increasing your movement speed by a factor of 2. (30 becomes 60, 20 becomes 40 etc.) You can also use your bonus action as an action.
This feat requires 4 energy
At 18th level, you gain the ability to draw a sigil on a creature's body that apply different effects to them.
These sigils last indefinitely, or until the surface drawn on gets wet.
Runic Speed You draw a rune that increases your speed by a factor of two. The effects last for 5 minutes unless dispelled and requires 1 energy to activate.
Runic Strength You draw a rune that increases the strength of the creature drawn on. They can automatically succeed a strength check, which requires 3 energy to activate.
Runic Energy You draw a rune that imbues the creature with energy, allowing them to cast one spell from any spell list for 2 energy per level. So for a 1st level spell you must expend 2 energy and for a 9th level spell, you must expend 18 points of energy Unlike Crystal Imbuement, this does not have a time limit on casting, and does not spill energy out into the surroundings.
Incorporeal Runes You draw runes on a creature that causes the creature to become Incorporeal. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.
At level 20 you gain ultimate control over the flow of energy in and out of your crystal, and gain the ability to look inwards at a creature's soul, looking for damage and stress, whilst looking at any potential strengths and enhancing them.
For 8 energy you may enhance a creature's soul and heal them by 6d10, and enhancing their abilities. They gain advantage in all throws. This lasts for 10 minutes.
At 3rd level you pick a path to follow.
The Pure Crystal mage widens their range in the arcane, and gains the ability to cast spells.
The Healing mage utilises their crystals to heal their allies.
The Fighting mage follows the path of the warrior, enhancing their fighting capabilities.
Pure Crystal Mage
At the 3rd Level, you hone your crystal which allows you to cast certain spells. The crystal serves as a simulated Spellcasting Focus, and is required to cast.
Cantrips. You learn 3 cantrips from the Wizard spell list. You learn more as you level up, as shown on the table above.
Spells Known. When you gain a level in this class, you may replace a spell with another from the Wizard list, as long as you have spell slots for it.
Spell Slots. You regain your Utility mage Spell Slots after completing a Long Rest.
At 6th level you can use 1 energy to Imbue a creature with magical energy. The creature can cast any level 1 spell from the Wizard spell list once. They must use this energy within the next 4 turns otherwise it is dissipated into the surroundings.
Any creature affected with this can be detected with detect magic for the next 5 minutes due to the energy seeping out of them.
At 10th Level, the frequency of the crystal resonance begins to superpose with the vibrations of the universe, and you phase out of this universe into the aetherial plane. You can move a maximum of your movement speed in any direction past enemies.
At 15th level, as a bonus action you force the crystal to resonate with the light around a creature, hiding them from the enemy's sight. The target becomes invisible for 10 minutes
This feat requires 3 energy to use
At 20th level you peer into the crystal, seeing what secrets it still holds.
You can cast spells from any spell list.
At 3rd level you specialise into using your crystals not to attack but to heal those around you. You can heal a creature 1d10 + your spellcasting modifier. This action requires 1 energy
Alternatively you can heal a creature from 60 feet away 2d4 + your spellcasting modifier. This action requires 2 energy
At 6th level you gain better attunement to your healing gems, and can now heal creatures from 20 feet away as standard, healing 1d10 + your spellcasting modifier for 1 energy.
You can also heal a creature from 120 feet away 2d4 + your spellcasting modifier for 2 energy
Also at 6th level you can utilise your crystals to end either one disease or one condition afflicting a creature. The condition can be blinded, deafened, paralyzed, or poisoned.
This action costs 2 energy.
At 10th level you improve your healing, now doing 2d8 + your spellcasting modifier from 20 feet away for 1 energy
Also at this level you can heal 2d6 + your spellcasting modifier from 120 feet away for 2 energy
Enhanced Crystal Restoration
Also at 10th level you imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
This costs 4 energy.
At 15th level, you gain expertise in medicine.
You can also heal a number of creatures equal to your intelligence modifier 2d8 + your spellcasting modifier each if they are within 60 feet. For each creature you heal, you must expend 2 energy points
Gems of the saviour
At 20th level, when you perform a medicine check on a creature currently performing death saving throws you can restore them with 2d8 hitpoints. You can only do this a number of times equal to your intelligence modifier per long rest.
At 3rd level, you gain the ability to fuse your weapon with an Ali'di crystal, allowing you to damage your enemies with elemental damage; Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder, equal to 2d6 hitpoints, for 1 energy point.
Once per long rest you must choose an elemental focus for your crystal to apply to the weapon.
If you so choose you may change the weapon that your crystal is attached to during a short rest.
You begin to attune with your weapon, which gives you greater control over it. You use your spell attack modifier instead of your strength when rolling attack, and your dexterity modifier when rolling damage with any weapon that has your crystal attached.
Your hit dice becomes 1d10 rather than 1d8 and you can add 2 to your armour class
When you reach 5th level, and again at 7th, 9th, 15th and 20th levels, this damage increases by 1d6
At 3rd level, you adopt a fighting style.
You also gain proficiency in all armour, shields and martial weapons.
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Defence While you are wearing armour, you gain a +1 bonus to AC.
Duelling 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.
Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 6th level, you call upon your crystal energy to take two actions in one turn, along with your bonus action. This feat uses 1 energy.
At 8th level, this ability becomes innate to your body, and subsequently you gain an additional attack without using any energy
At 7th level, you gain the ability to heal quickly on the go.
In battle, you realise that you may sometimes require additional aid.
The crystals give you the ability to spend a hit die as a bonus action, adding your spellcasting modifier and healing by that amount.
Also at 7th level, you imbue your weapon with magical energies. Your weapon now counts as magical in terms of overcoming immunity.
At 10th level you gain the ability to reroll a saving throw that you fail. If you do so, you must use that new roll, and you can't use this feature again until you finish a long rest.
At 15th level, your crystal grants you better performance. Your weapon strikes score a critical on a roll of a 18-20
At 20th level, your crystal synchronised with your body, enhancing your body's fighting spirit. You gain advantage in attack rolls.
Prerequisites. To qualify for multiclassing into the Ali'di Crystal Mage class, you must meet these prerequisites: 10 Intelligence
Proficiencies. When you multiclass into the Ali'di Crystal Mage class, you gain the following proficiencies: 1 Skill from list