Sorcerer
Base Class: Sorcerer

The rare and precious minerals of the earth contain a strange, subtle magical energy that very few are even able to notice. But you can not only sence it, but also wield it and bed it to your will.

Gemstones of power

At 1st level, every crystal has a unique structure and offers a unique power that flows through you. You can choose from a selection of gemstones that grant you permanant stengths, and you can choose an additional gemstone at level 5,9,13, and 17. When you gain a level were you gain an additional gemstone. you can swap one gemstone out for a different one when you roll your hit die. 

When you are level 12, any "once per long rest" restrictions become a short rest instead.

Amathyst

You can reroll a skill check for a skill you are not proficient in but you must use the second roll. You can do this once per long rest.

Aquamarine

You can breathe underwater and you have 60ft of swimming speed

Black opal

When you are in darkness or dim light, you can use your bonus action to turn invisible for up to 10 minutes or until you use your action to attack or activate a magic item. You regain the use of this power after a long rest. 

Diamond

When you cast a spell, you change the damage type. The damage type you choose must belong to a spell you have prepared. You can do this once per long rest.

Emerald

When you are attacked by a creature you can see. you can use your reaction to apply 1d4+CHA temporary HP. You regain the use of this power after completing a long rest. 

Peridot

if you fail a constitution saving throw to maintain concentration, you can reroll for a better result. You must use the new result. You can do this once per long rest

Ruby

When you perform a spell attack at 2nd level or lower, you can target a second creature within 20ft with the same spell but the second attack will always be at disadvantage. You can perform this once per long rest

Sapphire

When you roll a hit die during a short rest, you also regain 1 of your lowest expended spell slots, You can only regain one spell slot per short rest

Topaz

You can encase yourself in a layer of stone. when you do this, you gain resistance to piercing, slashing and bludgeoning damage from non-magical weapons. this effect lasts 1 minute and you regain the use of it after a long rest. 

Manifest of the Minerals

At 1st level, your attunement to the crystals have allowed you to bend them to your will, and summon them to aid you.

As an action, you can summon a crystal pillar in an area within 60 ft to you. 

The pillars are 5ft wide and stand 20ft tall, unless the ceiling isn't tall enough in which case it will only grow as tall as the ceiling. 

When a pillar is summoned, all creatures next to it are pushed into the nearest open space within 5ft of the pillar

The pillars emit an aura that extends 10ft from them. Creatures in the aura take an additional 1d6 damage when they take any damage from you. This increases to 2d6 at level 12

As a bonus action, you can detonate a pillar to shatter. All creatures the pillar aura must make a dexterity saving throw (your spellcasting DC). On a failure, the creature takes 2d8+CHA force damage,  the creature takes half as much damaged on a successful save. You cannot detonate a pillar that you summoned on your turn. 

You can have up to 3 pillars summoned at any given time and they last for up to 10 minutes. They can also be willingly dismissed as a free action instead of shattered, where they will fade into a coloured mist. You can summon a total of 3+ your charisma modifier and regain all charges after completing a long rest. 

Elements of Carbon

At 6th level, Look obtain an insight into the elements that exist within the crystals and gems of the world. and you can now weaponize this knowledge. 

When you use your bonus action to shatter a pillar created by Manifest of the Minerals, you can choose to spend a sorcery point to cause the shatter to deal a different damage type and also produce an additional affect to creatures that fail to make the save. when you use this ability, you choose an additional damage type and affect from the following list:

  • The shatter deals poison damage and all creatures will poison creatures for 1 minute.
  • The shatter deals thunder damage and will push creatures up to 15 ft away and knock them prone. 
  • The shatter deals radiant damage and will blind creatures until the end of your next turn
  • The shatter deals cold damage and will reduce the creatures movement speed by half
  • The shatter deals necrotic damage and will prevent the creatures from regaining hitpoints.

You can use this ability a number of times equal to your Charisma modifier and regain all charges after a long rest. 

Crystal Resonation

At 14th level, your attunement to the crystal energy forms a resonating connection between you and your companions. 

When a crystalline pillar is active, you and up to 10 allies within 80ft of you or the pillar gain additional benefits that stack as more pillars are in use; 

1 Pillar - You gain +2 to your attacks
2 Pillars - You also gain +2 AC
3 Pillars - You also gain advantage on all saving throws against magic

In addition to this, If you cast a spell that forces a single target to make a wisdom, intelligence or charisma saving throw, you can spend 2 sorcery points to instead cast it on a crystal pillar to force up to your charisma modifier (minimum of 1) creatures that are standing within the aura of a pillar to also make the save. When you use this feature, the DC for all creatures affected is reduced by 2.

Heart of Diamond

At 18th level, the strength of your attunement is manifesting within you, and will be unleashed when you are under threat.

When you roll initiative. 10 diamond shards form around your head. When you cast a spell of 1st level or higher, you can expend a number of shards equal to the spell's level instead of using a spell slot. In addition, when all shards are expended, you and up to 6 allies within 80 ft of you gain 2d10+CHA  HP.  After 1 minute, any diamonds that have not been used disappear. 

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