Wizard: The Crystalist
Above the top of the world, countless mountains rise like the teeth of giants. Among these grand peaks, a select few glitter with riches. Gems, crystals, and valuable materials not found in ordinary places. These materials garner valuable wealth and are sought by any hoping to earn their fortune. Some individuals have learned to harness these materials, bending them with their magic and imbuing them with the arcane. A Crystalist uses the crystal and stone in the world around them to fight by their side, weaponizing the very land itself.
The Crystalist Features
| Wizard Level | Archetype Features |
|---|---|
| 2 | Arcane Spire, Crystal Armor |
| 6 | Crystal Heart |
| 10 | Crystal Fortress |
| 14 | Crystal Guardian |
Arcane Spire
When you take this subclass at 2nd level, you gain the ability to conjure a crystalline tower that serves as a conduit for your magic. As a bonus action, you can target a 5x5 space within 30 ft to summon the spire. You are able to cast spells as if you were standing from the tower so long as you are within the ability’s range.
The spire has an AC of 12 and HP equal to 5 x your Wizard level, and fails any saving throw it makes. The spire is immune to psychic damage, and resists slashing and piercing damage. The tower crumbles when its HP reaches 0 or you use this feature again.
You can use this feature a number of times equal to your proficiency modifier, regaining all uses after completing a long rest. At level 10, this feature’s range increases to 60 ft.
Crystal Armor
At second level, a layer of strong crystals covers large parts of your body. The crystals offer moderate protection against damage and help you shrug off damage. Your AC when you are not wearing armor now equals 13 + your DEX modifier, and your HP increases by 1 for every Wizard level you have. Additionally, your Weight doubles when you gain this feature, though this doesn’t impact your movement.
Crystal Heart
At 6th level, you gain the ability to harness the energy stored away within your crystals, turning the inert active. As an action, you can rocket forward. You can immediately fly in a straight line up to 120 ft away. Any creature in the path must make a STR saving throw. A creature that fails takes 4 D6 bludgeoning damage and falls prone, or half as much damage and does not fall prone on a successful save. You can use this feature once per short or long rest. You can also regain this ability by sacrificing a 3rd level spell slot or higher.
Crystal Fortress
At level 10, you gain the ability to crystalize an entire area in an instant, stopping any attack that would do you harm. As a reaction, you can instantly surround yourself in a massive layer of crystal.
When you use this ability, you are incapacitated until the end of your next turn, when the crystal fades away. Any creature within 5 ft of you must make a DEX saving throw vs your Wizard Spell Save DC. On a failed save, they are also trapped in the crystal. The crystal has 50 HP, resists all types of damage except bludgeoning and force, and is immune to psychic damage. If the crystal’s HP is reduced to 0, it immediately shatters, and you take any remaining damage. If it shatters, you are no longer incapacitated, and any creature within 10 ft (yourself included) takes 2 D10 piercing damage from the shards.
Once you use this ability, you can not use it again until you finish a short or long rest.
Crystal Guardian
When you reach level 14, you have consolidated all of your knowledge on the crystals you wield and can bring it all together in one solid form. Once per long rest, you can cast the Summon Construct (TCE) spell at 6th level, without the need for material components (the spell is not added to your book with this feature). You must choose the stone option. This spell lasts for 24 hours and does not require concentration.
You cannot cast a Conjuration spell that requires concentration while this feature is active. During short rests, you can expend any of your hit dice to heal the construct, using its CON modifier. When the construct is reduced to 0 HP, the time expires, or you use this feature again, the Construct collapses into dust.