Base Class: Warlock
The Crystalweaver draws power from an ancient and enigmatic entity known as the Crystalline Colossus, a towering being of immense power and wisdom whose form is composed of countless facets of crystal. This patron bestows upon its Warlock disciples the ability to manipulate crystalline energy, granting them control over the very earth itself. Through communion with the Crystalline Colossus, Warlocks of this subclass gain mastery over spells and abilities infused with the essence of gems and minerals, tapping into the primal forces of the earth.
The Crystalline Colossus stands as a towering embodiment of ancient power and wisdom, its form composed of shimmering crystal facets that radiate with arcane energy. As a patron, it offers its Warlock disciples access to the secrets of the earth and the magic inherent within crystalline structures.
Within the grasp of the Crystalweaver lies a gem pulsating with the very essence of the Crystalline Colossus. Whether nestled within the warlock's palm, embedded in their flesh as a mark of their pact, or ensconced within an amulet worn close to their heart, this gem serves as the conduit through which the power of the patron flows. Its facets catch the light, refracting it into a kaleidoscope of colors, each glimmer a reminder of the ancient bond forged between mortal and titan. As the warlock delves deeper into the mysteries of the crystal, they find themselves attuned to its rhythms, drawing strength and knowledge from its depths. With each invocation, the gem resonates, echoing the primordial whispers of the earth and granting its bearer command over the arcane energies woven into the very fabric of existence.
Crystal Resonance
As the Crystalweaver deepens their bond with the Crystalline Colossus, they unlock the ability of Crystal Resonance. This feature allows the warlock to harness the protective properties of the gem attuned to their patron, granting them damage reduction against specific types of damage.
At 1st level, the Crystalweaver starts with one of the following gem types for their Crystal Resonance: Ruby, Sapphire, or Topaz.
- Ruby (Fiery Resilience): Reduce fire damage taken.
- Sapphire (Frost's Barrier): Reduce cold damage taken.
- Topaz (Electricity's Ward): Reduce lightning damage taken.
- Reduce damage by an amount equal to your Warlock level plus your Charisma modifier plus 1.
At 5th level:
- Emerald (Nature's Bane): Reduce acid damage taken by an amount specified.
- Morganite (Mind's Sanctuary): Reduce psychic damage taken by an amount specified.
- Reduce damage by an amount equal to your Warlock level plus your Charisma modifier plus 2.
At 10th level:
- Opal (Radiant Glow): Reduce radiant damage taken.
- Obsidian (Shadow's Embrace): Reduce necrotic damage taken.
- Reduce damage by an amount equal to your Warlock level plus your Charisma modifier plus 3.
At 15th level:
- Reduce damage by an amount equal to your Warlock level plus your Charisma modifier plus 4.
At 20th level:
- Diamond (Prism's Defense): Reduce all types of damage already covered by previous gem types by an amount equal to your Warlock level plus your Charisma modifier plus 5.
This resonance can be changed twice per long rest, requiring an action to do so.
Example: At 5th level with a Charisma modifier of +3, a Crystalweaver with Ruby (Fiery Resilience) would reduce incoming fire damage by 10 (Warlock level 5 + Charisma modifier 3 + additional modifier 2).
Crystal Shard
Crystal Shard:
Description: Starting at 6th level, you gain the ability to create a shard projectile infused with the essence of your current Crystal Resonance. As an action, you can conjure a shard of crystalline energy and hurl it at a target within 30 feet. The damage type of the shard is based on your current Crystal Resonance.
- Ruby (Fiery Shard): Fire damage
- Sapphire (Frost Shard): Cold damage
- Topaz (Electric Shard): Lightning damage
- Emerald (Acid Shard): Acid damage
- Morganite (Psychic Shard): Psychic damage
- Opal (Radiant Shard): Radiant damage
- Obsidian (Necrotic Shard): Necrotic damage
- Diamond (Prismatic Shard): Force damage
To determine if the shard hits its target, make a ranged spell attack roll using your Charisma modifier and proficiency bonus. On a hit, the target takes damage calculated by rolling 1d12 and adding your Charisma modifier. At 6th level this can be used once, and gains a second use at 12th level
At 9th level, the damage increases to 2d12 + Charisma modifier, and at 16th level, it increases to 3d12 + Charisma modifier.
Crystal Lattice
Unlocked at 10th level, you harness the strength of your patron to summon a cylindrical crystal structure, 5 feet in diameter and up to 10 feet in height. This crystal serves as a manifestation of your connection to the Crystalline Colossus, bolstering your defenses and providing a focal point for your magical abilities.
You can summon the crystal as an action, and it lasts for 24 hours. Once summoned, the crystal remains until it is destroyed or the duration expires. You may only summon one crystal at a time, and if used within 24 hours of the previous crystal, the previous one disappears.
The crystal has hit points equal to your character level multiplied by 2. If its hit points are reduced to 0, the crystal shatters, dissipating into harmless fragments.
You can use this ability once per short rest, allowing you to strategically deploy the crystal to aid you in battles or provide temporary shelter and cover in hazardous situations.
This ability strengthens your connection to the essence of your patron, manifesting its power in the physical world through the creation of a resilient crystal lattice.
Crystal Veil
At 14th level, you master the art of manipulating crystalline energy to weave a protective veil around yourself in moments of peril. As a reaction to being targeted by an attack, you can invoke the Crystal Veil, shrouding yourself in shimmering energy that enhances your defenses.
When you activate the Crystal Veil, your Armor Class is increased by an amount equal to your Charisma modifier until the start of your next turn. If the increased Armor Class causes the attacker's attack to miss, you regain hit points equal to half your Warlock level as the veil channels the energy of the missed attack into rejuvenating vitality.
You can use this ability once per long rest, representing the taxing nature of channeling and maintaining the potent defensive magic of the Crystal Veil. This ability provides a potent defensive option for you to mitigate incoming attacks and recover lost health in dire situations, showcasing your mastery over the crystalline powers granted by your patron
Crystalline Armament
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to create a crystalline weapon from your crystal. Whenever you finish a long rest, you can create a weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon/effect lasts until you finish a long rest. 10th level gain the ability to coat a non-magical weapon in the world with your crystals, weapons are given a +1 to hit when this feature is used on it. At 15th level you may apply this affect to magical items. The effect also wears off if the affected weapon travels over 300 Ft.

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