Base Class: Fighter
Crucible Knights are spontaneous gladiators, taking up the power of ancient spiritual remnants to manifest their will upon the world in various forms.
These knights can be found often serving a purpose greater than themselves, with the vast majority choosing to take on a druidic path and serving the laws of nature. Others, however, choose to corrupt their gifts in service of their own personal power.
A Crucible Knight is a creature that is imbued with the Crucible - a collection of primal vital essences turned spiritual remnants from ages past. The Crucible is everywhere, and its only demand is to be given a purpose in exchange for its lucrative benefits. However, its usage could be quite dangerous, as the Crucible - like any other spiritual element - is subject to corruption and erosion, either by the hands of sinister (or less) forces, or simply the erosion of time. A knight of the Crucible learns how to balance their soul, and also when to break this balance, for purposes necessary.
One can become a Crucible Knight in one of two ways - inheriting the Crucible and experiencing a spiritual awakening at one point in their life, or being given the gift of the Crucible by another powerful Crucible Knight.
When making a Crucible Knight, think about how the primal energy of the Crucible manifests in your character's powers. It could be that your character's Crucible energy channels the energy of draconic souls, and so they grow scales and breathe the elements themselves. It could be that your character's Crucible energy is fey-like, and so the manifestations of the seelie and unseelie can be seen in your character's usage of their powers. There are no limitations on what the Crucible is, or what it can be used for, so get creative!
Manifestations of the Crucible
At 3rd level, your connection to the spiritual energy of the Crucible comes into fruition, and you are blessed with manifestations of the Crucible that tie you to the world beyond. You gain the following benefits as your body atrophies:
- For every 10 years that pass, you age only one year.
- Your body requires half as much sustenance to maintain itself.
- You gain proficiency in two skills of your choice, as the spirits of the Crucible bestow their knowledge upon you.
- You learn one of the following cantrips of your choice: Prestidigitation, Thaumaturgy, or Druidcraft. Wisdom is your spellcasting ability for this cantrip.
Druidcraft
You learn the Druidcraft cantrip. Wisdom is your spellcasting ability for this cantrip.
Prestidigitation.
You learn the Prestidigitation cantrip. Wisdom is your spellcasting ability for this cantrip.
Thaumaturgy
You learn the Thaumaturgy cantrip. Wisdom is your spellcasting ability for this cantrip.
Somatic Regalia
At 3rd level, you become able to will additional limbs into existence, to be used as powerful weapons or simply to improve your capabilities.
You grow a pair of spectral bladed wings, and gain a flying speed of 20 ft. These wings can be used as a natural weapon with the Finesse and Reach properties, and deals slashing damage equal to 1d6 + your Strength or Dexterity ability modifier on a hit.
When you take the Attack action on your turn and make a weapon attack, you may use your bonus action to make one attack with your wings.
These wings may be discarded or summoned as a bonus action.
Additionally, when an ally you can see within 15 ft is targeted by an attack, you may use your reaction to move to an unoccupied space within 5 ft of your ally and shield them with the wings, forcing the attack to be made at disadvantage. If the attack still hits, the ally has resistance to that attack.
You may use a reaction in this way a number of times equal to your proficiency bonus, regaining all expended uses at the end of a long rest.
Crucible Incantation
At 7th level, the Crucible's spirits bestow more power and knowledge upon you. You gain expertise with one skill of your choice.
Additionally, choose one of the following Crucible Incantations.
The DC for your Crucible Incantations is: 10 + your Constitution modifier + your Wisdom modifier.
Predator's Tail: You gain the ability to summon a spectral, spiny tail as a bonus action. This tail can be used as a natural weapon with the Reach property, and deals 2d6 bludgeoning damage on a hit. Once per short rest, you may use your action to sweep your tail around you in a 10 ft radius, forcing each creature in that radius to make a Dexterity saving throw. On a failure, the creature takes 4d6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and suffers no additional effect.
Additionally, this tail can be used to hold items no larger than a longsword. If the tail is holding an item, it cannot attack, and it cannot use the item in any way.
Damage dealt by this tail is considered magical for the purpose of overcoming resistances and immunity to nonmagical damage. The tail may also be dismissed as a bonus action.
Ancient Breathing: You learn ancient methods of breathing that allow you to tap into arcane effects. As a bonus action, you may perform one of the following options:
- Gain a 10 ft bonus to a movement speed type you already have.
- Gain a +1 bonus to your AC.
- Step out of an opponent's reach, without provoking opportunity attacks.
These benefits last until the end of your next turn.
Additionally, once per short rest as an action, you may breathe fire in a 10 ft cone, causing each creature in that area of effect to do a Dexterity saving throw. On a failure, the creature takes 4d6 fire damage. On a success, the creature takes half as much damage.
Ancient Breathing
Ancient Breathing: You learn ancient methods of breathing that allow you to tap into arcane effects. As a bonus action, you may perform one of the following options:
- Gain a 10 ft bonus to a movement speed type you already have.
- Gain a +1 bonus to your AC.
- Step out of an opponent's reach, without provoking opportunity attacks.
These benefits last until the end of your next turn.
Additionally, once per short rest as an action, you may breathe fire in a 10 ft cone, causing each creature in that area of effect to do a Dexterity saving throw. On a failure, the creature takes 4d6 fire damage. On a success, the creature takes half as much damage.
Predator's Tail
Predator's Tail: You gain the ability to summon a spectral, spiny tail as a bonus action. This tail can be used as a natural weapon with the Reach property, and deals 2d6 bludgeoning damage on a hit. Once per short rest, you may use your action to sweep your tail around you in a 10 ft radius, forcing each creature in that radius to make a Dexterity saving throw. On a failure, the creature takes 4d6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and suffers no additional effect.
Additionally, this tail can be used to hold items no larger than a longsword. If the tail is holding an item, it cannot attack, and it cannot use the item in any way.
Damage dealt by this tail is considered magical for the purpose of overcoming resistances and immunity to nonmagical damage. The tail may also be dismissed as a bonus action.
Shouts of the Crucible
At 10th level, the Crucible emboldens your existing manifestations, and you become more and more attuned to the world around you.
You gain the ability to comprehend any writing, even if the language is one you do not understand.
Additionally, based on your choices for the Manifestations of the Crucible class feature, you gain knowledge of the following Shouts:
If you chose Prestidigitation:
I am one, but we are many! - You also learn the Minor Illusion cantrip, and gain the ability to shout these words once per short rest to cast Mirror Image as a bonus action.
If you chose Thaumaturgy:
Bend to my will! - You may shout these words as an action once per short rest to cause any creature within 30 ft of you that can hear you to make a Wisdom saving throw. On a failure, the creature is frightened. Affected creatures may repeat the saving throw at the end of their turn respectively.
If you chose Druidcraft:
Repent! - You may shout these words as an action once per short rest to cast Hold Person or Hold Monster on two different creatures within the spell's range.
Bend to my will!
You may shout these words as an action once per short rest to cause any creature within 30 ft of you that can hear you to make a Wisdom saving throw. On a failure, the creature is frightened. Affected creatures may repeat the saving throw at the end of their turn respectively.
I am one, but we are many!
You also learn the Minor Illusion cantrip, and gain the ability to shout these words once per short rest to cast Mirror Image as a bonus action.
Repent!
You may shout these words as an action once per short rest to cast Hold Person or Hold Monster on two different creatures within the spell's range.
Second Chance
At 15th level, the Crucible bolsters you with endurance and defiance. When you would drop to 0 hit points, you may use your reaction to instead drop to 1.
Additionally, if you are charmed, frightened, grappled, restrained or paralyzed, you may use your action to end these effects on yourself.
Avatar of the Crucible
At 18th level, you have achieved the pinnacle of attunement to the Crucible, and gain the following benefits:
- You gain a bonus to your flying speed equal to 20 ft.
- You gain a permanent +2 to your AC.
- You become able to cast Etherealness at-will.
- You may cast Astral Projection once per long rest, without expending material components or spell slots.
- You are able to cast True Resurrection as the spell is written, without requiring a spell slot.
Previous Versions
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