Crystal Guardian (3.5e Class)

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Crystal Guardian[edit]

A sage, a knight, a scholar, or a oracle. Regardless of what they are called, Crystal Guardians get their namesake for the crystals in their care, and further beyond that using the inherent power of said gems to empower themselves, making them stronger in any number of given ways, sometimes in the most unexpected varieties.

Making a Crystal Guardian[edit]

Abilities: Wisdom (for class features), secondary abilities are by choice depending on your build.

Races: Any, though it is usually the wiser races only, or those closely related to the earth.

Alignment: Any Good

Starting Gold: 4d6x10 gp

Starting Age: As Monk

Table: The Crystal Guardian->

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Guarded Crystals
Fort Ref Will Mundane Lesser Minor Greater Major Artifact
1st +0 +2 +0 +2
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4 Mundane Crystal Mastery 1
5th +3 +4 +1 +4 1
6th +4 +5 +2 +5 Lesser Crystal Mastery 1 1
7th +5 +5 +2 +5 2 1
8th +6/+1 +6 +2 +6 2 1
9th +6/+1 +6 +3 +6 2 1
10th +7/+2 +7 +3 +7 Minor Crystal Mastery 2 1 1
11th +8/+3 +7 +3 +7 3 2 1
12th +9/+4 +8 +4 +8 3 2 1
13th +9/+4 +8 +4 +8 3 2 1
14th +10/+5 +9 +4 +9 Greater Crystal Mastery 3 2 1 1
15th +11/+6/+1 +9 +5 +9 3 2 1 1
16th +12/+7/+2 +10 +5 +10 Major Crystal Mastery 3 2 2 1 1
17th +12/+7/+2 +10 +5 +10 3 2 2 1 1
18th +13/+8/+3 +11 +6 +11 3 2 2 1 1
19th +14/+9/+4 +11 +6 +11 3 2 2 1 1
20th +15/+10/+5 +12 +6 +12 Artifact Crystal 4 3 2 1 1 1

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Crystal Guardian.

Weapon and Armor Proficiency: A Crystal Guardian is proficient with all simple and martial weapons, and with light armor, medium armor, and shields (except tower shields).

Talented Crafter: At 1st level the Crystal Guardian gains one Skill Focus Feat of their choice for any crafting skill involving gems (such as jewelry, gem cutting, ect;). In addition, they also apply that bonus from that feat to any appraise check involving gems of any kind. Lastly, he may craft any of the gems for class features at 1 hour per level for each gem (no roll is required for this). Only he may possess the Class Feature Gem gem; if in the possession of another these Class Feature Gems simply turn to dust unless they are separated by cloth or some other method of indirect touch.

Only the Crystal Guardian may benefit from the crystals and gems he crafts. The Class Feature Gems he creates may be embedded in his armor or made in any fashion he chooses, adding onto his own armor if he so chooses or simply wearing them as rings, necklaces or trinkets. These do not take up existing ring, neck, or wherever appropriate slots. If simply separated (not in possession of by another) the gem appears as just a gem without turning to dust. If separated from or if the gem turns to dust he must craft another of the same type (the previous turning to dust).

Mundane Crystal Mastery (Su): At 4th level the Crystal guardian has been studying gems for so long, that he can craft a gem listed on the table below and draw out its innate properties, using it to cast a spell-like ability. The effects of the spell are considered supernatural and the gem cannot be sold; attempting to do so makes the gem turn to dust as the only one able to understand how to keep it in form is the Crystal Guardian himself. Use your Crystal Guardian levels as your spell caster level for each spell. Your Wisdom modifier is your determining stat for DCs and other effects where appropriate.

Each ability can only be cast a number of times per day equal to your wisdom modifier. You may select an amount of crystals equal to the amount indicated on Table: The Crystal Guardian. The amount you know is fixed and cannot be changed. At every 3rd level beyond 4th, you may change a single stone to another of your choosing if you want. If the effect of a crystal has two options (separated by a '/' mark) you select one effect or the other, not both. All spells granted by this feature do not cost spell components.

At 10th level, their synchronization with the crystal increases, allowing their spell be become stronger. The benefits given by each is indicated on the below table which are used in place of the normal amount or effect. If the crystal has two options, you may forgo the extra bonus and take the second option in addition to the first, and they are both considered the same spell when used, granting both benefits simultaneously.

Table: Mundane Crystal Selection
Crystal Effects
Gem Effect Level 10 Bonus
Agate Mage Armor +8
Azurite Owl's Wisdom/ Fox's Cunning +8
Blue Quartz Calm Emotions No Longer Subject to Spell Resistance
Freshwater Pearl (Irregular) Create Food and Water Becomes Heroes' Feast Instead
Hematite Cure Light Wounds Becomes Heal Instead
Lapis Lazuli Eagle's Splendor/ Bear's Endurance +8
Malachite Alter Self Becomes Polymorph (Self Only) Instead
Obsidian Protection from Evil All Bonuses Become +6
Rhodochrosite Clairaudience/Clairvoyance May Teleport (as the spell) to the Target Location if it can be seen. Self Only.
Tiger's Eye Cat's Grace/ Bull's Strength +8

Lesser Crystal Mastery (Ex): At 6th level the Crystal Guardian begins to understand a deeper connection to gems and crystals, allowing him to tap into their base influence to increase his skills in various ways. Choose a number of crystals on the table below equal to the indicated amount on Table: The Crystal Guardian. These crystals are crafted by the Crystal Guardian and only he may possess them; if another has them they simply turn into dust.

These bonuses apply only as long as the gems remain in the Crystal Guardian's possession. Once chosen, they cannot be changed ever.

Table: Lesser Crystal Selection
Crystal Effects
Gem Skill Bonus
Bloodstone Hide +4
Carnelian Spot +4
Chalcedony Sense Motive +6
Chyrsoprase Knowledge (Any) and Knowledge (Any) +3 and +3
Citrine Heal +4
Iolite Gather Information +6
Jasper Handle Animal and Diplomacy +3 and +3
Moonstone Perform +4
Onyx Concentration and Craft +3 and +2 (Respectively)
Peridot Diplomacy +4
Quartz (Clear) Decipher Script and Sense Motive +3 and +3
Quartz (Rose, Smoky, or Star Rose) Use Magic Device and Knowledge (Any) +3 and +3
Sardonyx Survival +6
Zircon Craft +4

Minor Gem Mastery (Su): At 10th level the Crystal Guardian can access a few more powers from new gems, granting him spell--like abilities. The effects of the spell are considered supernatural and the gem cannot be sold; attempting to do so makes the gem turn to dust as the only one able to understand how to keep it in form is the Crystal Guardian himself. Use your Crystal Guardian levels as your spell caster level for each spell. Your Wisdom modifier is your determining stat for DCs and other effects where appropriate.

Each ability can only be cast a number of times per day equal to your wisdom modifier. You may select an amount of crystals equal to the amount indicated on Table: The Crystal Guardian. The amount you know is fixed and cannot be changed. At every 3rd level beyond 4th, you may change a single stone to another of your choosing if you want. If the effect of a crystal has two options (separated by a '/' mark) you select one effect or the other, not both. All spells granted by this feature do not cost spell components.

Unlike the Mundane Gems, these never grow in strength.

Table: Minor Crystal Selection
Crystal Effects
Gem Effect
Amber Sepia Snake Sigil
Amethyst Poison
Chrysoberyl Good Hope
Coral Fish Fins As Spider Climb, but Swim Speed instead.
Garnet Baleful Polymorph
Jade Resist Energy
Jet Holy Smite
Pearl (Gold, Pink, Silver, or White) Atonement Not Subject to Spell Resistance
Spinel Elemental Strike Deal 1d6/level (max 15d6) points of an element of your choice as a melee attack.
Tourmaline Restoration

Greater Crystal Mastery (Ex): At 14th level, the Crystal Guardian can draw from gems to obtain certain capabilities, granting him the appropriate feats as noted on the table below. The feats gained in this manner cannot be changed once chosen, and these gems turn to dust if held by another other then the Crystal Guardian. You gain the feat regardless if you meet the requirements or not, but may not use the feat to qualify for others until you would normally qualify for the feat.

Table: Greater Crystal Selection
Crystal Effects
Gem Bonus Feat
Alexandrite Tower Shield Proficiency and Improved Shield Bash
Aquamarine Metamagic Feat of your choosing
Garnet Iron Will and Self-Sufficient
Pearl (Black) Combat Expertise and Improved Disarm, Feint, Trip, or Unarmed Strike (Pick One)
Topaz (Golden Yellow) Weapon Focus and Weapon Specialization

Major Crystal Mastery: At 16th level the Crystal Guardian selects one Major Crystal. This Crystal grants him an ability that acts as the listed class feature. This choice can only be changed at level 20. You may not have more then one of these gems at a time for any reason.

Table: Major Crystal Selection
Crystal Effects
Gem Class Feature
Emerald Monk Unarmed Strike- Your unarmed and natural attacks deal damage as if you were a monk of equal level.
Opal (Black, Fire, or White) Channel Energy- You channel positive energy for 1d6 per 3 levels you have (max 7d6). This acts as normal positive energy, healing the living and destroying undead.
Sapphire Gain Familiar Class Feature (As a Sorcerer of equal level)
Corundum Gain Sneak Attack Class Feature (As Rogue)
Star Ruby Gain Mighty Rage Class Feature (As Barbarian, You are still exhausted after use.)

Artifact Crystal (Ex): At 20th level, the Crystal Guardian creates a single gem so pristine and perfect in every way, it grants them a powerful boost. The Perfect Emerald provides immunity to all poisons, diseases, and aging (magical or otherwise). This Aging immunity removes any damage caused by old age, but also strips them of any benefits (such as increase mental scores). Diamond provides the Crystal Guardian full immunity to magic (even magic that may be beneficial). Jacinth grants the Crystal Guardian a Damage Reduction equal to 10/- and Energy Resistance equal to 15 (absorbing the first 15 points of any elemental damage, regardless of its source). As with other Class Feature Gems, only the Crystal Guardian may possess this gem (otherwise it turns to dust).

Table: Artifact Crystal Selection
Crystal Effects
Gem Effect
Emerald (Perfect) Immune to: Poisons, Disease, Aging Effects
Diamond (Color of Your Choice) Immune to Magic
Jacinth DR 10/-, Energy Resistance

Ex-Crystal Guardian's[edit]

When a Crystal Guardian becomes any alignment other then some form of good, they lose their crystals as they turn to dust and may never craft another until their alignment returns to good.

Campaign Information[edit]

Playing a Crystal Guardian[edit]

Religion: Crystal Guardians usually behave like monks where they believe in their own capabilities and knowledge of the world, but some have been known to worship earth spirits.

Other Classes: A Crystal Guardian may try to have long conversations with monks about varying degrees of philosophy.

Combat: Support is the most common role, but tanking isn't uncommon.

Crystal Guardians in the World[edit]

We do not own crystals and gems, we are merely their guardians and guides as they travel.
—Markos, Human Crystal Guardian

A Crystal Guardian is generally sage like in the sense they spend much of their time divided between physical training and meditation, both of which focus on the use and exaltation of crystals and gems.

Crystal Guardian Lore[edit]

Characters with ranks in Knowledge (Religion), Knowledge (Arcana), or Knowledge (Nature) can research Crystal Guardian to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion), Knowledge (Arcana), or Knowledge (Nature)
DC Result
15 Their versatility is strong and often diverse from guardian to guardian.
20 They have a strong connection to the earth and its magics through crystals and gems.
25 They can sometimes have the abilities or similar abilities to other classes.
30 Information available by choice.

Crystal Guardian in the Game[edit]

Adaptation: A "Guardian of Metals" Or "Guardian of Books" or other such variants could work here, collaborating with your DM on such variants and determining what should represent what as far as abilities, feats, and other features go.


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