Base Class: Sorcerer
Somewhere between the plane of positive energy and the plane of earth is a world of gems and crystals called the quasi-plane of minerals. A world full of fantastical gemstones, precious ores, and winding caves that represents the raw potential for growth and variation, as the plane’s brimming with potential and life. Sometimes, rifts to this plane can open up in the material plane, and sometimes the energies can influence creatures there, bringing them fantastical crystalline magics. Those touched by the mineral plane may even begin to see the world differently, bringing more hope and wonder into lives thanks to the now overflowing life energy within. These people are commonly known as crystalline sorcerers.
Crystalline prowess
At 1st level, your crystalline lineage bolsters your knowledge of crystals. You gain proficiency in jewelry’s tools.
Additionally, you can cause shards to crystallize around your body. This allows you to cast Mage Armor on yourself at will, without expending a spell slot or material components. At 6th, when you use this ability, you can expend a spell slot to add +1 to your AC gained from mage armor this way, and at 14th, when you use this ability, you can expend a spell slot to add +2 to your AC gained from mage armor this way.
Refractive Casting
Starting at 1st level, the crystalline magic in your body allows you to manipulate magic in a way that often makes you dangerous up close. When you are within 5 feet of your target, you do not suffer disadvantage on ranged spell attacks.
One with the Crystal
Starting at 6th level, the Crystals you conjure start to become even stronger, and connect to you even further. While your Mage Armor is active, you have access to the following abilities.
Hardened. When an attacker that you can see hits you with an attack, you can use your reaction to spend up to 3 sorcery points and harden your body with crystals. For each sorcery point spent, you may reduce damage dealt by 1d8 + your charisma modifier.
Sharpening. As a bonus action, you may spend one sorcery point to crystallize your hand into the shape of a weapon. You may treat your hand as a long sword, battleaxe, or warhammer without the versatile property. You are considered proficient with any attacks made with this weapon. When you attack with this weapon, you may use your charisma modifier, instead of strength or dexterity. This weapon lasts for 10 minutes.
Summoning. As a bonus action, you may spend 1 sorcery points to conjure a number of crystal equal to your proficiency bonus which last indefinitely. Each time you conjure crystals, the value of each crystal is determined by 1d6 x 25 gp. You may also freely choose the appearance, texture, and color of any crystal you create.
Focus Casting
Starting at 6th level, you may attempt to craft an arcane focus during a long rest. This focus must be made from hours of focusing your magic into the form of a crystal. To make one, you must succeed a Jeweler's Tools (Dexterity) check with a DC of 15. Only one of these can exist at a time and it is only usable by you and should this arcane focus be lost or destroyed, you can make another in the same way. If you make another arcane focus, any previous ones will be destroyed. When you cast a leveled spell with this arcane focus that targets a creature within 10 feet of you, You may deal force damage equal to your charisma modifier to any other creature within 10 feet of your target.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a short rest.
Crystal Nodes
Starting at 14th level, your magic has become a lot more focused and controlled, allowing you to create magical crystal nodes. As an action, you can create up to 2 crystal nodes anywhere with 30 feet of you. These nodes have 20 hit points, an AC of 12, and lasts for 10 minutes Whenever you are within 10 feet of any nodes, you gain a +1 bonus to spell attack rolls and spell save DC.
Additionally, you may activate any of the following node abilities:
- As a bonus action, you may spend 2 sorcery points to swap places with one of your nodes.
- As an action, you can spend 3 sorcery points to cause one of your crystal nodes to blow up. Each creature with 10 ft of that crystal node must make a dexterity saving throw against your spell save DC. A target takes 4d6 force damage on a failed save, or half as much on a successful save.
- As a bonus action whenever you cast a spell, you may spend 1 sorcery points to cause the spell to come from one of your nodes.
You can use this feature a number of times equal to half your proficiency bonus rounded down, and you regain all expended uses on a long rest. Only two nodes may be up at a time.
Destructive Stasis
Whenever you are reduced to 0 hitpoints, you are instead reduced to 1 hit point as your body is rapidly encased in a layer of protective crystals. At the beginning of your next turn, the crystals form into a crystal golem that will protect you at all costs. If the crystal golem dies while you are still recovering, you return to the state you were in when you were about to die. After 1d4 days, you will return to perfect condition as if you had finished a long rest, the crystal golem slowly dissolving into nothingness.
You can only use this feature once every 7 days after you leave the golem, unless you spend 10 sorcery points to use it again.
Previous Versions
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