Base Class: Fighter
The veil that holds reality together is thin. It is fragile in a way that the most skilled fighter is able to pierce through it. Fracturing crystalline reality or bending it to their will in combat is the style of this battler.
Realmsman answer a similar call as their brethren - the realmwalker. While they can scarcely move between realms themselves, they can certainly alter their current reality in battle.
Crystal Specialist
3rd-level Realmsman feature
Reality is nothing more than a series of crystal fragments for you to mold. Your ability to mold these structures has given you the following benefits:
- Crystalline structures coat your body, increasing your AC by +1. This number increases by +1 at 15th (+2) and 18th (+3) level
- You can bend the crystal reality around you into an armament. You can summon it within 5ft of you once per short or long rest. This weapon takes the damage type properties of its summoned form.
Realmwalking
3rd-level Realmsmen feature
Reality opens and bends before you. You can walk between realms once per short rest (60 ft). At higher levels (15th level), you can remain in-between for a minute while concentrating. While walking, you can see and hear your original realm, cast in shades of gray, and you can't see anything there more than 60 feet away. Non-realmwalkers can't perceive you or interact with you, unless they have the ability to do so.
Crystal Guardian
7th-level Realmsmen feature
A realmsman is never truly alone in battle. Where you may not be able to reach an opponent, your crystal guardian can. The guardian has an AC of 15 + your proficiency, 18 (4d8) hit points, is immune to all conditions, and uses your statistics for rolls.
The guardian rolls its own initiative. You can command the guardian as a bonus action. If it moves over 60ft away from you or you fall unconscious, it fractures and vanishes. When the creature is destroyed by an attack, your AC increases by your proficiency for 1d4 rounds.
You can summon the guardian a number of times equal to your proficiency bonus per short or long rest.
Enhanced Armament
10th-level Realmsmen feature
Practice and honed skill has improved your Crystal Armament’s power to deal 4d8 + DEX modifier + {{proficiency}}.
Fractured Reality
15th-level Realmsmen feature
You can solidify the space in front of you into a fractal shield to block attacks as a reaction. Reality breaks into fractured pieces of it, creating the appearance of a crystalline structure. This structure can be a 10ft-by-10ft wall or a 10ft radius dome located in a space you can see within 60ft. You can use this feature {{proficiency}} times per short rest.
Crystal Arena
18th-level Realmsmen feature
The battlefield is your domain to command, a realm seemingly separate from everything else. Once per long rest, you can create a thick crystal dome with a radius of 60ft (last for 1 minute with concentration). Magic to escape the arena needs to succeed a CON saving throw against your AC.
While in the arena, you gain the following benefits:
- You can summon a second crystal guardian. In here, these guardians have a limited sentience and do not need commands to attack.
- Allies within 10ft of you have advantage on attack rolls and saving throws.
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