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View Full Version : D&D 5e/Next Jeweler (A wizard subclass) (Batch 3.5)



mcumoric
2020-12-06, 10:02 PM
Jeweler
Jeweler’s are wizards who seek the powers of mystical crystals to aid in their magics. They wield these stones in order to trap arcane forces and souls and use them to conquer their enemies.

Crystal collector
Starting at the 2nd level, you gain proficiency in jeweler’s tools.

Trap soul
Starting at the 2nd level, you can use your crystals to trap latent magic and souls. When a living creature dies within 30 feet of yourself, you can use a reaction to trap their soul in a transparent crystal worth at least 30 gold pieces that you have on yourself.
During a short or long rest, you can forge this crystal into a weapon using a set of jeweler's tools. The weapon then becomes a sentient weapon using the slain creature’s personality and mental statistics. They gain 30 feet of blindsight and are blind.
The sword can communicate through one of the following methods depending on what you choose and if they spoke any languages.

-If the creature spoke any languages, it can communicate with 30 feet of telepathy.

-If they spoke no languages or if they did, they can communicate simple emotions to the wielder.

A trapped creature cannot be resurrected outside of a wish spell unless the crystal is broken or is touching the killed creature’s body.

Flying blade
Starting at the 6th level, when you forge a crystal into a weapon, you may choose to give it the traits of a flying sword (MM pg 20) in addition to any options chosen in trap soul. If the weapon is different from a sword it’s “longsword” attack instead deals damage equal to the weapon’s base damage and gains any traits of the weapon in question (for example an animated whip would gain the reach property, and a finesse weapon could use the flying sword’s dexterity modifier instead of its strength modifier). A weapon with the ammunition property creates its own ammunition. This flying sword’s intelligence, wisdom and charisma are replaced by the trapped soul’s scores.

Trap magic
Starting at the 10th level, when you are damaged by a spell, you can cause a crystal with at least 30 gold pieces you have on yourself to trap some of the magic, reducing the damage the spell deals by 1d10 + your intelligence modifier.
Because of the trapped magic the crystal can be used in unique ways.

-As an action you or another creature can throw this crystal at a creature within 20 feet of yourself as a simple thrown weapon attack. On a hit they take damage equal to 1d10 + your intelligence modifier of the type of damage you trapped. After the crystal is thrown, it loses it’s magic and shatters.

-During a short or long rest you can forge the crystal into a weapon. The weapon gains 5 charges. Each time a creature hits a creature, as a part of that attack, they can deal an additional 1d8 of the damage type the crystal trapped. After all 5 charges are spent, the crystal shatters.

You must complete a long rest or spend a 1st level spell slot to use this ability again.

Under my control
Starting at the 14th level, when a creature’s soul is sealed inside your crystal, you can expend a 3rd level or higher spell slot to unseal them, breaking the crystal and turning them into a specter (MM pg 279) without sunlight sensitivity. The specter is under your control and moves in initiative directly after yourself. You may have a total number of specters equal to your intelligence modifier.