Wizard
Base Class: Wizard

The Crystal sages of Stahlmancy are practitioners of the concept of materializing the arcane weave. Stahlmancers  perfect the process of channeling the force of the weave and give it a solid form of crystal magics, this school originates from transmutation and enchantment but through decades of research across the region of Frostmoor, the Stahlmancy school of magic has contributed many spells to practitioners of the arcane. 

Crystaline Conjuring

At 2nd level, you begin your manipulating of the weave’s body. When you use a conjuration spell that teleports you over a distance you can choose to manifest the residual magic around your teleport, creating an arcane crystal that shatters, forcing creatures in a 10ft radius of where you previously were to make a dexterity save or take 2d8 force damage or half as much on a success. 

Alternatively, when a creature hits you with a melee attack, you can use your reaction to force that one creature to make the save or take 2d8 force damage or half as much on a successful save. 

You can use these features an amount of times equal to your int modifier + your proficiency bonus. 

You regain all uses on a long or short rest. 

Stahlmantic Ward

Additionally, at 2nd level, you automatically learn the Mage armor spell. When you cast Mage armor the effect is 14 + your dexterity modifier, you additionally gain resistance to either bludgeoning, piercing or slashing from non magical attacks (You choose which type when you cast the spell) 

Quartz Imprisonment

Upon reaching 6th level, whenever you cast a spell attack of 1st level or higher you can imbue the attack with crystal shards that ensnare your foe. On a successful spell attack you can force a creature to make a constitution save or become restrained until the end of your next turn.  

You can use these features an amount of times equal to your int modifier (minimum of once) You regain all uses on a rest.  

Arcane Crystalisation

Once you reach 10th level, you have learned the transitive matter of force and the process of turning into a solid state of crystalline power. When you cast a spell of 1st level or higher you can transmute the magic into a crystalline form of the spell (I.e., A fireball being a red quartz dome that implodes with cinders). A crystallized spell deals two additional damage dice; however, the damage is force rather than whatever the spell’s type was. Any creatures that fail can be restrained with one use of your Quartz Imprisonment feature.

You can use these features an amount of times equal to your int modifier (minimum of once). You regain all uses on a long rest  

Stahlmance Calamity

Finally, at 14th level, you can amass a dome of crystal around you until the end of your next turn as an action. The dome functions the same as leomund’s tiny hut and shatters at the end of your next turn, creating a powerful shock-wave with billowing storms of crystal shards.  

All creatures within a 60ft radius must make a constitution saving throw or take 10d10 force damage, a creature that was inside the dome when it shattered is safe from these effects.  

This ability can be done once before regaining it on a long rest. 

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