Base Class: Sorcerer
Your magic comes from connections to the Elemental planes; whether via drawing energy from naturally occurring portals to the planes or through conduits opened by you or others, you are able to take in raw elemental energy to fuel your spellcasting. In addition to allowing you traditional spellcasting, you have become an artisan of the Hardlight, a conduit for raw elemental power, shaping itself to your whim. Among the ranks of Artisans can be found many djinn, genassis, or simply Material plane mages looking to exploit the leylines that run between worlds by taking elemental energy into themselves.
Elemental Spells
At 1st level, you choose a specific element, corresponding with your preferred elemental plane to draw your raw power from. This choice determines what damage your hardlight constructions deal, and also grants you an additional spell. This spell counts as a sorcerer spell for you, but does not count against the number of spells you know. This spell cannot be replaced when you gain a level in this class.
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Element: |
Damage type: |
Hardlight colour: |
Spell: |
|
Fire |
Fire |
Red |
Hellish Rebuke |
|
Water |
Cold |
Blue |
Frost Fingers |
|
Earth |
Thunder |
Yellow |
Thunderwave |
|
Air |
Lightning |
White |
Witch Bolt |
Hardlight Creations
Also at 1st level, your nature as a conduit of elemental energy has granted you a great boon; the ability to create useful objects out of raw energy from the Elemental planes. All creations carry with them the following properties, unless otherwise specified:
-Creations can only be made using your action.
-As the creations exist by your channeling, not touching an object will cause it to near-instantly dissipate, only allowing for quick ranged attacks. As such, sheathing, dropping or otherwise letting go of a Hardlight object causes it to instantly dissipate into harmless energy.
-All creations are near-weightless, and non-weapon creations are incapable of dealing harm. They are transparent, but tinted to the colour chosen by your preferred elemental energy.
-Creations can replicate most non-organic materials, but cannot change the type of material once created. Creations are considered magical, but using a creation as a spell component will cause it to instantly dissipate, canceling the spell.
-You can have up to one creation active at a time; when making a new creation, the oldest one is dispelled.
You know how to create Simple creations. Choose one Weapon creation and two 1 point Complex creations to learn. You may create one 1-point cost creation per long rest, after which you must expend sorcery points to make additional creations. After leveling up in this class, you also learn how to make additional creations. The number of 1 cost creations you can make without expending sorcery points increases to 2 per long rest at 6th level and 3 at 10th level.
Simple Creations: You may expend 1 sorcery point to create a simple object. The object created must be no larger than a 10 foot cube, and the objects material must be one that you have seen before. The object keeps normal properties of the material, such as its durability and rigidity, but materials with special properties such as being flammable or hospitable to plants cannot be replicated effectively. The object cannot be stronger than an equivalent object made of iron. The object lasts for 1 minute, after which it dissapates.
Weapon Creations: Weapon creations are durable enough to be used as an attacking method, whether in melee or ranged. All weapon creations use the damage type specified by your specified element, and ranged weapons do not dissipate upon being fired or thrown. Weapon creations cost 1 sorcery point to create, and dissipate after 1 minute. Weapon creations use two hands to attack, except if one of your hands contains an arcane focus. While each creation takes an action to create, you may make an attack as part of creating the weapon.
Bulwark Shield: This hefty hardlight shield covers the majority of your two forearms. While equipped, your AC equals 13+your Dexterity modifier, and you may use it to make a melee spell attack against an enemy. On a hit, it deals 1d4+your Charisma modifier damage. A creature hit by this shield has disadvantage on attack rolls against you and allies within 5 feet of you until the end of its next turn.
Light Chakram: A large ring with blades jutting out of the outer end, ideal for throwing. You can use this weapon to make a thrown spell attack with a range of up to 60 feet or a melee spell attack, dealing 1d8+your Charisma modifier damage on a hit. This spell attack scores a critical hit on a roll of a 19 and 20. The weapon is thrown to attack, but doesn't dissipate during the attack and returns to your hand afterwards.
Bladed Gauntlets: Two gauntlets form on your hand with large blades. You may use these gauntlets to make a melee spell attack. On a hit, it deals 1d6+your Charisma modifier damage. Once on each of your turns when you attack with your gauntlets using the Attack action, you can make one additional gauntlet attack as part of the same action.
Molten Crossbow: A hefty crossbow fires raw elemental slag out of its top. You can use this crossbow to make a ranged spell attack with a range of up to 120 feet, dealing 1d6+your Charisma modifier damage on a hit. A creature damaged by this crossbow must make a Constitution saving throw against your Charisma spell save DC; on a fail, its speed is reduced by half and it can’t take reactions until the end of its turn, as the energy binds to the creature and reduces its mobility.
Dancing Sword: A small floating sword connected to you by a wire. You may create this weapon as a bonus action. This weapon only occupies one hand. The sword hovers in an unoccupied space up to 20 feet away when created, and dissipates if you or the sword move over 20 feet away from each other. You may command the sword on your turn when you create it and using a bonus action on subsequent turns to move the sword up to 20 feet and make a spell attack against a creature within 5 feet of the weapon, dealing 1d4+your Charisma modifier on a hit.
Complex Creations: More complex and specific creations can be made, but due to the effort involved in learning them, only a limited amount can be learned. You can only learn complex creations you have the Sorcery points to be able to create, unless it is a 1 point creation. After leveling up in this class, you may also swap a Complex Creation for another you meet the requirements for if they have the same point cost.
(1 point) Chain Grapple: A hefty chain is created, which extends up to 30 feet away to an unoccupied space, a ledge, a Large or smaller creature or an object you can see within range. The chain provides one of the following effects, and then dissipates:
-If the chain targets an unoccupied space, you move into it in a straight line without provoking opportunity attacks.
-If the chain targets a ledge, you move on top of the ledge before moving to the closest unoccupied space in a straight line without provoking opportunity attacks.
-If the chain targets a Large or smaller creature, the creature must make a Strength saving throw against your Charisma spell save DC. It may choose to willingly fail the saving throw. On a failure, the creature is pulled to an adjacent square you choose next to you.
-If the chain targets an object, if it is Large or bigger, you are pulled towards it in a straight line into the closest unoccupied space without provoking opportunity attacks. If it is Medium or smaller, it is pulled towards you. You choose if you grab it or if it lands in an unoccupied square next to you. If the object is being held or worn by a creature, it may make a Strength saving throw against your Charisma spell save DC. On a success, the chain breaks and is dissipated.
(1 point) Bubble shield: A large pole extends upwards from your hand before fanning out into a 10 foot radius sphere of hardlight centered on you, temporarily shielding yourself and nearby creatures or objects. The shield has an AC of 10+your spellcasting modifier, and it has an HP equal to 5 times your Sorcerer level. The shield blocks non-damaging spells and spells cannot be cast through it, and it prevents creatures from moving through the shield. It lasts for 1 minute before dissipating. The shield is immobile, and you can move around inside without it dissipating. If the shield intersects with a creature as it's being created, the creature is moved outside of the shield to the nearest unoccupied space, and the shield harmlessly passes through objects.
(1 point) Vortex Shield: You may make this creation as a reaction to being attacked by a ranged weapon. The next time you are attacked by a ranged or thrown weapon, the weapon or projectile is caught in a large swirling vortex of elemental energy instead. At the start of your next turn, if a projectile was caught in this way, you immediately cast Catapult on the weapon or projectile at first level (regardless of its weight), and the creation dissipates.
Idle Hands
At 6th level, you learn an additional 1 point complex creation, one additional weapon creation and one 3 point complex creation. Your simple creations also last up to an hour, and persist for up to 1 minute whenever you lose contact with them.
You also gain proficiency with either Glassblowers tools or Masons tools, chosen when you gain this feat.
Advanced Channeling
At 14th level, you learn an additional 3 or 1 point complex creation, one additional weapon creation, and you learn a specific complex creation based on your chosen element, as listed below. These creations can be made once per long rest.
Fire:
Water:
Earth:
Air:
Leyline Creation
At 18th level, you learn a great feat: temporary creation of a portal to the elemental planes. You may use an action to create a Large portal up to 15 feet away from you, which lasts for a full day before closing. Any creature inside of the portal when you create it or any who enter it must make a DC 12 Dexterity saving throw, or are teleported to the elemental plane corresponding to your element type. Any creations corresponding to the elemental type of the portal within 60 feet of the portal gain the following benefits:
-The creation persists for as long as the portal is open provided it remains within 60 feet of the portal, with it persisting for 1 minute after the portal closes.
-Your simple creations can be up to a 100 foot cube.
-Simple creations can be considered adamantine instead of its normal material.
-Your weapon creations gain an additional damage dice.
-You can create 1 cost creations at no costs when you are within 120 feet of the portal.
In addition, any hostile creature within 120 feet of the portal takes damage equal to your Charisma modifier of your elemental damage type when moving into the range of the portal and at the start of each of its turns when inside.
Previous Versions
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