Wizard
Base Class: Wizard

"Some wizards think it's a good idea to write down their spells in a book. I say that only an imbecile would make notes on something so flimsy!"- Galeen the Rose-eyed.

Crystallomancers are wizards who study the natural phenomena of crystals acting as a powerful conduit of magical energy. Most spellcasters think of gemstones as nothing more than a pretty object to adorn their staff with, not thinking about why a revify costs such an expensive diamond, or why chromatic orb needs to be cast with such a high-quality gemstone. A crystallomancer scoffs at these kinds of mages, seeing them as fools who are blind to the true inner workings of magic.

When they aren't studying stones, a crytallomancer can usually be found deep within long-forgotten caves and mineshafts, looking for larger and more interesting research specimens. Some mining guilds and companies will hire wizards of this school, accommodating their research in exchange for the wizard to help them in their mining endeavours. Although these partnerships never last long, with most ending in said wizard being chased out of the area after 'borrowing' an interesting find from the digsite.

Most individuals, upon seeing a crystallomancer, would incorrectly think them vain, as financially secure practitioners of this school are quite infamous for wearing robes of fine silk, dotted with the crystals that they value so much. If asked, a crystallomancer would deny all charges of vanity, saying that their gaudy attire merely lets them more easily channel their magic, although no comments were provided regarding the silk.

Finely Cut

You have a fine eye for intricate detail, you can easily tell if a dishonest merchant is trying to sell a low-quality stone as something more valuable. You also have heightened awareness of latent magic in a material, especially in something ancient, like one of your precious crystals.

When you choose this school, you gain proficiency in Jeweller's tools, as well as proficiency in your choice of either arcana, investigation or insight.

Crystal Focus

At 2nd level, over the course of a long rest you can turn a gemstone or crystal worth over 50gp into a conduit for your magical power. While holding the crystal, it grants you the following benefits:

  • You can use the crystal as a focus for your wizard spells.
  • When you cast an Enchantment or Transmutation spell of 1st level or higher using the focus, defensive crystal structures grow on the surface of your skin, giving you a +2 to AC until the start of your next turn.
  • As a bonus action, you can send your crystal to float in an unoccupied space within 30ft of you. You can cast spells as if you were in the crystal's space, using your own senses. The crystal returns to you at the start of your next turn. Once you use this feature it cannot be used again until you finish a short or long rest.

If you lose your focus, you can create a replacement using another gemstone during a long rest. When the new focus is created, the old one loses it's magic and becomes the                non-magical crystal or gemstone it originally was.

Raise Cluster

Beginning at 6th level, as a bonus action during combat you can create a large cluster of crystals in a space up to 30 feet away. This formation is 5 feet wide and 10 feet tall. Each crystal has an AC of 15 and hit points equal to 4 times your level. When you create a cluster you choose from one of the following options:

  • Jagged Formation: Pointed crystals violently erupts from the point that you choose. Any creature within 5 feet of the cluster when it appears must make a dexterity saving throw or take 2d8 piercing damage from the jagged edges. A creature who makes the save takes half damage.
  • Conductive Formation: A smooth rounded crystal slowly rises from the ground at the point that you choose. As part of the bonus action used to summon the formation, you may choose a creature within 20 feet of it. The crystal then makes a ranged spell attack (using your modifier) that deals 2d6 lighting damage to that target if it hits. You may repeat this attack as a bonus action if the crystal is still summoned.
  • Pillar Formation: A flat-topped column of quartz like material rises from the ground. A creature that is on the space must make a dexterity saving throw or be lifted up by the formation, a creature may choose to automatically choose to fail the saving throw and willingly be lifted. If the formation is prevented from reaching it's full height (including the height of the creature on it, if there is one) because of a ceiling or similar obstacle. A creature on the pillar takes 4d6 bludgeoning damage and is restrained due to being pinned against the column and the obstacle.

Only one formation can be created at a time. If a pillar is destroyed, it shatters, dealing 2d6 slashing damage to anyone within 5 feet. A formation can be purposely destroyed using a bonus action.

You can use this trait a number of times equal to your proficiency bonus, with all uses being restored after completing a long rest.

Twin Crystals

Beginning at 10th level, as an action on your turn, instead of using raise cluster, you may instead spend two uses of the feature to summon two clusters simultaneously. The clusters must be placed within 30 feet of each other and must be of the same formation. If two clusters are formed in this way they are magically connected, gaining an additional ability until one of the clusters is broken. The additional ability depends on the formation of the clusters summoned.

  • Jagged Formation: A five foot wide line is created from one cluster to another. The ground within this line is littered with viciously sharp tiny crystals. Any creature that walks on these crystals must make a dexterity saving throw or take 2d6 piercing damage and have their speed halved until the start of their next turn.
  • Conductive Formation: A concentrated wall of magical energy forms between the two clusters. The line is 5 feet wide and 10 feet tall. A creature that enters the magical wall takes 4d8 lighting damage. Any nonmagical ammunition that tries to pass through the energy wall is instantly destroyed.
  • Pillar formation: Arcane runes appear on the two crystal pillars when they are summoned. As a bonus action on your turn, you can teleport a creature that is standing on one pillar to the other pillar. If there is a creature on both pillars then they swap positions.

You can have a maximum of two clusters active at once. If one of the clusters in a pair is destroyed, you can create a new cluster using raise cluster. This new cluster connects itself to the previously summoned one as long as they are of the same formation.

Crystal Prison

Beginning at 14th level, you can use an action to summon a ring of crystals that has a radius of up to 10 feet. The ring is 15 feet tall and cannot be destroyed by non-magical means. A dispel magic spell of 6th level or higher can dispel the ring, however. You choose whether the crystals can be seen through or not.

As a bonus action, while the ring is summoned, you can cause arcane energy to spark from the ring. Every creature within 5 feet of a point on the circumference of the ring must make a dexterity saving throw or take 10d6 lighting damage.

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