Wizard
Base Class: Wizard

This class specializes in taking crystals to the next level by manipulating the properties of the crystals. Being able to draw on the elemental properties of each gemstone and shaping it into a weapon that can dish out just as much damage as a normal spellcaster staying in the backline.

Crystal Pistol

Once you pick up this subclass at 2nd level you gain proficiency with the Jeweler's Kit if you don't already. With it you can create a pistol using a gemstone that you are able to procure. Once created you become proficient in using a pistol, the pistol can also become your arcane focus. The Wizard must obtain or find not just a normal gemstone/crystal but a special one that you can try and find. Simply purchasing a gemstone will not work, it must be a gemstone that glows with unique magic using your Crystal Pistol as a type of dowsing rod.

Crystal Pistol: Instead of using normal ammo, you use your own magical energy and depending of the type of gemstone used will be a certain type damage. You use your Intelligence modifier for the attack rolls as well as the damage rolls. The pistol does upgrade at higher levels. If you obtain another gemstone you can try to add it to your current pistol and use a bonus action to switch to the new gemstone. The appearance does alter to have it look like a stained glass.

Amethyst: Deals 1d10 Poison damage,

Aquamarine: Deals 1d10 Cold damage,

Diamond: Deals 1d10 Radiant damage,

Emerald: Deals 1d10 Acid damage,

Moonstone: Deals 1d10 Psychic damage,

Onyx: Deals 1d10 Necrotic damage,

Quartz: Deals 1d10 Force damage,

Ruby: Deals 1d10 Fire damage,

Sapphire: Deals 1d10 Thunder damage,

Topaz: 1d10 Lightning damage.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Elemental Shots

Beginning at 10th level your gemstone pistol becomes a +1 weapon. Also at this level you are able activate an additional effect for your gemstone pistol by using a spell slot. 

Amethyst: If the attack hits the target, you can expand a spell slot to force the target to make a constitution save against your spell save DC or be poisoned.

Aquamarine: If the attack hits the target, you can expand a spell slot to force them to make a Dexterity Save or have their speed reduced to 0 until the end of your next turn.

Diamond: If the attack hits the target, you can expand a spell slot to force them to make a Dexterity Save or be blinded until the end of your next turn.

Emerald: If the attack hits the target, you can expand a spell slot to force them to make a Dexterity Save or they are drenched in acid taking 4d6 acid damage at the start of their turn.

Moonstone: If the attack hits the target, you can expand a spell slot to force them to make an Intelligence Save or be incapacitated until the end of your next turn.

Onyx: If the attack hits the target, you can expand a spell slot to force them to make a Dexterity Saving throw, on a failed save they take an extra 4d6 necrotic damage and you restore HP equal to half the damage, on a success they take half and you don't gain any HP.

Quartz: If the attack hits the target, you can expand a spell slot to force them to make a Strength Saving throw or be knocked back in a line by 10ft.

Ruby: If the attack hits the target, you can expand a spell slot and have it and any nearby enemies within 15ft of it must make a Dexterity saving throw or take 4d8 fire damage on a failed save or half as much on a success.

Sapphire: If the attack hits the target, you can expand a spell slot to force them to make a Constitution Saving throw or be deafened until the end of your next turn.

Topaz: If the attack hits the target, you can expand a spell slot to force them to make a Constitution Saving throw or be stunned until the end of your next turn. 

Crystallomancy

Beginning at 14th level your gemstone pistol becomes a +2 weapon. Also at this level you are able to manipulate your pistol to change it's appearance into that of a longarm that deals 2d12 of the damage type. To do so you must concentrate on the new form the same way you would concentrate on a spell.  

Previous Versions

Name Date Modified Views Adds Version Actions
9/9/2022 9:22:26 PM
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