Ali'di Crystal Mage (5e Class)

From D&D Wiki

Jump to: navigation, search

Ali'di Crystal Mage[edit]

A cloaked dwarf raises a crystal in his hand, illuminating the depths of an old and forgotten dwarven citadel. The bright light makes visible shadows of creatures lurking in the walls, monsters with a vaguely humanoid disposition, but arched, with long limbs and open mouths, denouncing their eternal hunger. The ghouls leap towards the mage, anxious for the easy meal, but they are soon stricken by a blinding flash of light, making them helpless targets for the rest of the group, ferociously charging forward.

From the group of six, four already lay on the ground, wounded by the mighty strikes dealt by the tree trunk the hill giant have for a club. They were reckless when attempting to pillage the abandoned ruins on the mountain plateau. The warrior is wounded, but still endures the mighty blows of their enormous enemy, while attempting to keep his fallen companion safe. A dwarven lady, with skin darkened by the relentless desert sun, take a gem from her small bag, blue as her big and bright eyes, and tosses it to the warrior. He crushes the gem in his hand, and a wave of vitality travels through his body, buying more time for the dwarf, that brings their allies from the gates of death.

Wielding a two handed sword, the ali'di warrior prepares a stance, while focusing on the crystal on the sword pommel. First the crystal sheds a powerful light, that soon enough spreads through the whole weapon, as heavy knight, clad in armor, charges towards him. He knows he will not have another chance, so he channels all his energy on the blade of the sword, concentrating all his might on his next attack. The knight slowly lowers the lance, aiming for the ali'di torso, a deadly strike without a shadow of a doubt. Without hesitation, the half-orc strikes forward, cutting through the lance with his sword, as sparks of electricity jump from his sword, then cutting through the mount and finally cleaving the knight's body, separating the areas above and below his waist.

The Ali'di are masters of utilising crystals to enhance natural magical abilities. Their 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[edit]

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 the sage background. Finally, choose a martial weapon, a shortbow and 20 arrows, an explorer's pack, a leather armor, two daggers, smith's tools and jeweler's tools.

Class Features

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: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ali'di Crystal Mage level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, one martial weapon of choice
Tools: Smith's tools, jewellers' tools
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, History, Investigation, Insight, Medicine, Perception, Performance, Sleight of Hand and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a martial weapon (and ammunition if the martial weapon is a ranged one).
  • (a) a shortbow and 20 arrows or (b) a spear or (c) any simple weapon
  • (a) explorer's pack or (b) scholar's pack
  • leather armour, two daggers, smith's tools, jeweller's tools
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Ali'di Crystal Mage

Level Proficiency
Bonus
Features Crystal Energy (Energy Limit) Elements Known
1st +2 Ali'di Crystal, Crystalline Energy 2 (2) 1
2nd +2 Blinding Light, Crystal Renewal (1) 3 (2) 1
3rd +2 Mage's Path Crystal Rejuvenation 4 (2) 1
4th +2 Ability Score Improvement 5 (2) 1
5th +3 Path feature, Crystal Acceleration 6 (3) 2
6th +3 Crystalline Conditioning 7 (3) 2
7th +3 Crystalmancy Expertise, Crystal Sight 8 (3) 2
8th +3 Ability Score Improvement 9 (3) 2
9th +4 Crystal Runes 10 (5) 3
10th +4 Path Feature 11 (5) 3
11th +4 Crystal Renewal (2), Crystal Capacitation 12 (5) 3
12th +4 Ability Score Improvement 13 (5) 3
13th +5 Rushed Inscription 14 (6) 4
14th +5 Crystalline Bomb 15 (6) 4
15th +5 Path feature 16 (6) 4
16th +5 Ability Score Improvement 17 (6) 4
17th +6 Crystalline Warping 18 (7) 5
18th +6 Runic Sigil 19 (7) 5
19th +6 Ability Score Improvement 20 (7) 5
20th +6 Path feature Crystalline Prowess 22 (7) All

Ali'di Crystal[edit]

At 1st level you gain your Ali'di Crystal. Through years of study and practice you have gained understanding of the crystals and how to wield their magic. Now you have obtained a crystal of your own. If you ever lose your crystal, you can spend 8 hours creating another. If you create a new ali'di crystal, the previous one crumbles.

As a bonus action, you can cause the crystal to glow with a bright light. For 1 hour, or until dispelled, the crystal produces a crystalline glow, producing 20 feet of bright light and an additional 20 feet of dim light.

You can use your bonus action to project the light on the eyes of a creature within 5 feet. That creature can't take reactions until the start of your turn.

Crystalline Energy[edit]

You gain access to a reservoir of Aetherial energy, powering your crystals. You regain your spent energy when you finish a short or long rest. You can use this feature to fuel your crystal abilities. You start by knowing one such feature: elemental casting. You learn more as you gain levels in this class.

You have a limit of expenditure for your crystalline energy. This limit is established by your level, as shown on the number in parenthesis in front of the crystal energy amount. That number represents the maximum amount of energy you can use as an action, bonus action or reaction at that level.

Saving Throws

Some of your features require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Elemental Casting

you can use your crystalline energy to conjure elemental from your crystal. As an action, you can force all creatures within 5 feet to make a saving throw (type determined by the chosen damage type), or take damage equal to 1d6. The damage increases in 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.

The damage type and save type depends on the type of elemental casting you control. You start by knowing the Lightning damage type, that don't count against your maximum number of damage types known. As you gain levels in this class, you can choose more damage types to learn, as shown on the Elements Known column on the class table. The save type is shown in parenthesis in front of the damage type.

The list below show what are the damage types you can choose and at which level you can choose them:

Elements Known
Crystal Mage Level Element's Available
2nd cold and poison (con) fire and lightning (dex)
5th acid (dex), necrotic (con)
9th psychic (wis), thunder (con)
13th radiant (con)
17th force (str)

You can also spend energy points when using elemental casting to generate additional effects:

Focused Casting (0 - 7 energy)

You fire a bolt of energy of the chosen element against a creature within 60 feet. The casting damage dice changes to 1d10, but target's a single creature. Make a ranged spell attack against the target.

By spending points, you cause +1d10 damage per point spent. Focused casting can't be modified by elemental stream.

Powerful Casting (1 energy)

You can spend 1 energy point to add your Intelligence modifier to the damage caused. In addition, creatures take half damage on a successful save.

Elemental Stream (2 - 6 energy)

You can spend 2 or more energy points to create a lightning bolt in a 5 feet by 15 feet line. All creatures in the area take +2d6 lightning damage, plus 1d6 per additional point spent after 2, or half as much on a success.

The line length also increases by 15 feet for each additional point spent.

Blinding Light[edit]

At 2nd level, you can use an action and spend 1 energy, causing one of your crystals to produce a blinding light. All creatures within 5 feet must make a Constitution saving throw or be blinded until the end of their next turn.

In addition, you create a 5-foot radius of bright light, plus 5 feet of dim light until the end of your next turn.

As you gain levels, you can empower the blinding light in the forms below:

Quick Flash. You can choose to target a single target with blinding light, instead of targeting an area. To do so, you must spend 1 energy as a bonus action (rather than an action). This empowerment doesn't increase blinding light cost.

Blinding Flashlight. You can spend 1, 2 or 3 energy to, in addition to the regular effects, cause the blinding light to affect a 15-foot, 30-foot or 60-foot cone respectively. In addition, you create an area of bright light in the area of the cone, and dim light within 15, 30 or 60 foot of the cone until the end of your next turn.

Beacon. You can spend twice the energy to create a blinding aura for 1 minute. If you do so, any creature starting its turn in the light area or entering it for the first time suffer its effects. If you have used flashlight, you change the direction of the cone using a bonus action in each turn for the duration. Beacon requires concentration (as a spell).

Crystal Renewal[edit]

At 2nd level, you gain the ability to breathe calmly, restoring energy to your system. Whenever you start your turn with 0 energy, you regain 1 energy. This increases to 2 energy at 11th level.

Mage's Path[edit]

At 3rd level, you specialize into one of the paths of the Crystal Mage: Pure Crystal Mage, Healing Mage, and Fighting Mage.

Your path grants you features at 3rd level, and again at 5th, 10th, 15th and 20th levels.

Crystal Rejuvenation[edit]

At 3rd level, you can use the energy of the crystal to mend wounds. As an action, choose one creature within 5 feet. You can spend 1 energy to restore a number of hit points equal to 1d8 hit points.

You can spend additional energy points to empower your rejuvenation. You can choose to either increase the dice rolled in 1d8 per point spent or to choose one additional target within range for this feature (but not both).

The distance of the feature also increases the range of the rejuvenation in 5 feet per point spent.

Ability Score Improvement[edit]

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.

Crystal Acceleration[edit]

At 5th level, you gain better affinity with the crystals, enabling you to force the energy into your own body. When carrying the crystal, you can spend any amount of energy using a bonus action. Doing so increases your movement speed by 10 feet per energy spent, and cause your movement to not provoke opportunity attacks until the end of your turn.

Crystalline Conditioning[edit]

At 6th level, your crystal grants your body better performance, and protect your body from environmental and elemental effects.

You become immune to the effects of extreme heat or cold, and gain resistance to cold and fire damage while carrying the crystal.

In addition, you gain proficiency in Constitution saving throws.

Crystalmancy Expertise[edit]

At 7th level, you gain a deep knowledge about crystalmancy and magic in general. You gain the following benefits:

  • You gain proficiency in Arcana. You have advantage on all checks that involve crystals and gems.
  • If you are already proficient, you double your proficiency bonus in checks with it.

Crystal Sight[edit]

At 7th level you gaze into the vibrations of the gemstone in your hand, it revealing to you more about the world around you. While carrying the crystal, you can use a bonus action to give yourself advantage on Intelligence (Investigation) and Wisdom (Perception) checks until the end of your turn.

Crystal Runes[edit]

At the 9th level, you take inspiration from the hardened warping mix, and make a powdered crystal compound that allows you to draw runes on surfaces, each having different effects. The runes work as a glyph of warding, but each rune has its own energy cost and material component cost.

Whenever you create a spell glyph, you can choose one of the following effects below, depending on the chosen rune. Each effect has a specific:

Rune of Flames

200 gp in materials, 5 energy

You infuse the spell glyph with the effects of a fireball.

Rune of Holding

120 gp in materials, 3 energy

You infuse the spell glyph with the effects of a hold person spell.

Rune of Exhaustion

120 gp in materials, 3 energy

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 2 levels of exhaustion, or 1 level on a success. This rune requires 5 energy to be activated.

Rune of Blinding

40 gp in materials, 2 energy

When triggered, the creature who triggered the rune and all creatures within 5 feet of the rune are targeted by the Beacon feature (described under Crystalline Energy).

Rune of Protection

300 gp in materials, 5 energy

You infuse the spell glyph with the effects of a magic circle spell. You must choose the creature types affected by the circle when you inscribe the rune.

Runes of Lasting

40 gp in materials, 1 energy

These specialised runes cause the drawn runes to extend their effects. Whenever you create a rune with the duration of 1 minute or higher, you can craft a rune of lasting alongside it. The rune of lasting is destroyed after the main rune is activated.

Crystal Capacitation[edit]

At 11th level, you are able to flood the crystal with energy, empowering it. Whenever you use your crystal energy to cause additional damage or restore additional hit points, you can choose to cause the maximum damage or restore the maximum of hit points on the additional dice, instead of rolling the dice.

Whenever you use this feature, record the amount of energy spent in its use. After you use 7 energy with this feature, you can't do it again until you finish a long rest.

Rushed Inscription[edit]

At 13th level, you can draw runes with incredible speed. You can spend up to 6 energy to inscribe a rune faster, spending either 10 minutes (2 energy), 1 minute (4 energy) or an Action (6 energy). This energy is spent in addition to the rune regular amount of energy.

The duration of the rune changes to 24 hours, 8 hours and 1 hour respectively when inscribed in such a manner.

Crystalline Bomb[edit]

At 14th level, when you finish a long rest, you can infuse regular crystals and rocks with energy, transmuting them into minor magical crystals. Choose one damage type of your choice from those you possess from the Elemental Chain feature. The maximum number of infused crystals can't be higher than your Intelligence modifier (minimum of 1 gem).

As an action, you can attach the infused crystal onto a surface or throw it towards a place within 30 feet. If not activated, an affixed gem loses is properties after 1 hour, and the thrown gem at the end of your turn.

You can activate the gem using a bonus action, and spend up to 3 energy points using a bonus action to activate the crystal. You must be within 60 feet of the gem to activate it.

The activated gem will explode, causing 2d6 damage, plus 2d6 per energy point spent from the chosen type in an area of 20-foot radius around it, or half as much on a successful Dexterity saving throw.

Crystalline Warping[edit]

At 17th level, as an action you meld some clay and crystals together into a purple mixture and affix it to a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor). The mix pulsates and suddenly a passage appears.

The passage lasts for 1 hour, and you choose the opening dimension: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you created the passage.

Once you use this feature, you can't do it again until you finish a long rest, unless you spend 7 energy to do so again.

Runic Sigil[edit]

At 18th level, you gain the ability to draw a sigil on a creature's body that apply different effects to them. You can apply any of the runes to yourself, but you can have only a single rune at any given time, being able to replace the chosen rune whenever you finish a long rest.

Once a day when you finish a short rest, you can choose up to five creatures other than yourself to be affected by a rune of your choice. You can choose the same or different runes.

The rune inscribed on another creature can be activated by said creature as an Action, and the effects last for 1 hour after the activation. After activated, the rune vanishes on the creature. The rune inscribed on you is always active (except for the Incorporeal Rune).

Runic Speed

The creature is able to take the Dash and Disengage action using a bonus action for the duration.

Runic Strength

The creature can use its bonus action to give itself advantage on Strength checks and saves made until the start of its next turn.

In addition, the rune bearer is considered one size larger for the purposes of carrying, lifting and dragging weight and for grapple and shove attempts.

Runic Energy

The imbued creature gain 4 energy, that can be used to Elemental Casting, Crystal Rejuvenation or Crystal Acceleration features. These points are lost if not spent within 1 hour after the activation.

Incorporeal Rune

The creature becomes ethereal for 1 hour after the activation (as per the etherealness spell), and can return to the material plane using an action.

Once this rune is deactivated or after its duration ends, it can't be used again until you finish a long rest.

Crystalline Prowess[edit]

At 20th level, 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 searching for any potential strengths and enhancing them.

For 8 energy you may enhance a creature's soul. The creature gain 6d10 temporary hit points, and have advantage in all throws. These effects lasts for 10 minutes.

Mage Paths[edit]

At 3rd level you choose 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[edit]

Pure crystal mages are arcanists who learn how to connect with the weave through the use of crystals. By focusing on the crystal's energy, they can harness magic power and use it to cast spells. Pure Crystal mages are studious and dedicated, striving for deepening their knowledge on the magical arts.

Pure Crystal Spellcasting
Siege Warrior
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1


Spellcasting
When you reach 3rd level, you learn how to use spells in battle.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional Wizard cantrip of your choice at 10th level.
Spell Slots
The Path of the Pure Crystal Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice from the Evocation or the Illusion schools. The Spells Known column of the Pure Crystal Mage spellcasting table shows when you learn more wizard spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the wizard spells he know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for the wizard spells, since you learn this power through research and study. You use your Intelligence whenever a spell refers to his spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus for your pure crystal mage spells.
Superior Focus

Also at 3rd level, you can use an Ali'di crystal as a spellcasting focus for your Pure Crystal spells. If the spell requires material with cost in gp that is not consumed by the spell, you don't need to offer the component when using the crystal.

In addition, you can use a crystal to convert energy in magical power. Whenever you finish your turn, you can create a spell slot by spending energy equal to 1 + the spell level.

Crystal Blink

At 5th 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.

Whenever you spend energy, you can teleport to a place within a distance equal to your movement speed.

Crystalline Blindspot

At 10th 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 until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you have no uses of this feature, you can also spend 3 energy to use it again.

Advanced Casting

At 15th level you peer into the crystal, seeing what secrets it still holds. You can cast a spell of 5th-level or lower, without spending spell slots or offering material components, from the wizard's spell list.

Once you use this feature, you can't do it again until you finish a long rest, unless you spend 15 energy points to do it again.

Crystal Imbuement

At 20th level, you can share the power of your crystal with your companions. You can give an ally you touch with your crystal the ability to cast any spell you know of 1st-level or 2nd-level.

You can use this feature three times - on the same creature or different creatures -, and can't use it again until you finish a long rest.

Healing Mage[edit]

Through the use of the ali'di crystal, healing mages are capable to transmute rock, creating gems that can cure diseases and mend wounds of creatures, and even able to return the dead to life. Healing mages can channel positive energy from the upper plains to control the powers of life and death.

Amongst the banished people of ali'di, healing mages were crucial for the survival of that dwarven race.

Healing Gems

At 3rd level, you can use your gems to restore the vitality of your allies. Using your Ali'di Crystal, when you finish a long rest, you are able to transmute regular gems or rocks into healing gems.

Any creature that wields a healing gem can cast cure wounds or healing word, using your Intelligence modifier as the spellcasting ability. A healing gem magic vanishes after 8 hours, or after a creature use it to cast a spell.

You can create one healing gem, and can't do it again until you finish a long rest. When you reach certain levels in this class, you can make more healing gems: two at 6th level and three at 15th level. You can also spend 2 energy when you have no uses of this feature to create another.

Attuned Healer

Also at 5th level, you have a deep attunement with your healing gems, being affected whenever they are used. When a healing gem you created is used, you regain 4 hit points. If you are at your maximum number of hit points, you gain 4 temporary hit points instead.

Crystal Restoration

Also at 5th level, any creature that regain hit points from your healing gems also recover from one disease or one condition. The condition can be blinded, deafened, paralyzed, or poisoned.

You can also use touch a creature with your Ali'di Crystal and spend 1 energy to use this feature without the need of using a healing gem.

Expert Healer

At 10th level, you can cast revivify, without spending material components. Once you do so, you can't do it again until you finish a long rest, unless you spend 5 energy points to do so again.

In addition, you gain proficiency in Medicine. If you have proficiency already, you add twice your proficiency bonus in checks with it instead.

Healing Mastery

By 15th level, your crystal achieve the pinnacle of its curative properties. You gain the following benefits with it:

  • Whenever a creature regain hit points using your healing gems, or you regain hit points with Attuned Healer, that creature also gain temporary hit points equal to the amount of hit points regained.
  • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
Gems of the Saviour

At 20th level, whenever a creature is reduced to 0 hit points while in possession of your healing gems, the gem automatically breaks and the creature regain 20 hit points, and you gain the benefits of attuned healer.

In addition, whenever you or a creature within 30 feet is reduced to 0 hit points while wielding your Ali'di Crystal, you can spend 1 energy to be reduced to 1 hit point instead.

Fighting Mage[edit]

Ali'di crystals are able to enhance the natural physical capabilities of a creature that know how to harness its power. That's the training the ali'di fighting mages undergo. They learn how to attach their crystals to weapons, that become bound to them. They are able to deliver powerful elemental strikes, and enhance both might, agility and vitality using the crystal imbued in their blades.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with medium armor, heavy armor and shields.

Empowered Weaponry

At 3rd level, you can attach your Ali'di Crystal to a weapon of your choice by pressing the crystal against it for at least 10 minutes. Thereafter, the crystal can't be removed unless you detach it during a short rest or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. While the crystal is attached, you gain the following benefits:

  • The weapon now have all the properties of the Ali'di Crystal.
  • When you attack with the empowered weaponry, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • You become proficient with the empowered weapon.
Energy Strike

At 3rd level, the energy of your crystal is infused in your weapon allows you to perform devastating energetic strikes.

Once per turn, you can use your bonus action to channel the power of your Elemental Casting on your weapon. Until the end of your turn, you can use an Action to make an attack, releasing that energy on your target on a hit.

The first time this round you hit a creature with an energy strike, you can cast elemental casting centered on that creature. The creature hit by the attack automatically fails the save against the elemental casting.

Energetic Attack

At 5th level, when you take the Attack action using the empowered weapon, you can attack twice, rather than once.

You can replace this attack to use a feature that requires energy and uses an Action.

Magical Imbuement

Also at 5th level, you imbue your weapon with magical energies. Your attacks with your empowered weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Crystalline Maintenance

At 10th level, you gain the ability to heal quickly on the go. Whenever you spend energy, you can roll an amount of hit dice up to the amount of energy spent and regain hit points as if you had completed a short rest.

You also add your Intelligence modifier to the amount of hit points gained for each hit dice rolled.

Energetic Edge

At 15th level, your crystal enhances the weapon's potency and sharpness. If you are at your maximum energy, you score critical hits on a 17-20. If you are below your maximum, but above half your maximum energy, you score criticals on a 18-20. Finally, if you are below your maximum, but with at least 1 energy, you score criticals on a 19-20.

Fighting Spirit

At 20th level, your crystal synchronised with your body, enhancing your body's fighting spirit. You gain advantage in attack rolls.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Ali'di Crystal Mage class, you must meet these prerequisites: Intelligence 13.

Proficiencies. When you multiclass into the Ali'di Crystal Mage class, you gain the following proficiencies: light armor, one martial weapon, light armor.

5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: