Base Class: Sorcerer
The weaving underground tunnels of the Sollena city Av'ricent house powerful earthern spirits, who possess the forms of the various gems that litter these underground tunnels. Sometimes, thsese spirits will bond with humans, endowing them with the protective powers of the Deepheart. The descendants of these blessed few occasionally may develop extraordinary power, transforming them into powerful vessels of the Deepheart's power.
Bejewelled Ancestor.
As a result of your Ancestor's powerful connection to a Cryia, you have been bestowed with magical power. The powers you gain are dependent on which form the spirit that guarded your Ancestor took. Select one of the following spirits. Each spirit has its own condition assosciated with it.
Gem Spirit.
| Gem | Spiritual Gift |
|---|---|
| Emerald | Poisoned |
| Amethyst | Frightened |
| Ruby | Charmed |
| Diamond | Blinded |
| Sapphire | Incapacitated |
You gain an advantage on saving throws against the condition assosciated with your ancestor.
Amethyst.
Your ancestor has endowed you with a resilient spirit. You gain an advantage on saving throws against being frightened.
Diamond.
Your ancestor has protected you from the radiance of the gematic power of your Bejewelled Ancestor. You have an advantage on saving throws against being blinded.
Emerald.
Your ancestor's power gives you protection against mortal sickness. You gain an advantage on saving throws against the Poisoned conditon.
Ruby.
Your ancestor protects you from enchanting magic. You have an advantage on saving throws against being charmed.
Sapphire
You have taken upon the unwavering vigilance of your ancestor. You have an advantage on saving throws against being incapacitated.
Crystalline Form.
Your body has been altered by the gem-like qualities of your ancestor. You gain a +2 to your AC and your hardened fists are transformed into natural weapons. You can use Charisma in place of Strength for attack rolls using these weapons and they deal 1d4 bludgeoning damage + your Charisma modifier on a hit. The damage die increases to 1d6 at 14th level and 1d8 at 18th level.
Geodic Aura
You gain the ability to endow your body to mimic the traits of the Cryia. You may expend 2 Sorcery Points to activate one of the following transformations, depending on your Bejewelled Ancestor. This transformation lasts for 1 minute. Once you use this feature, you must complete a long rest to do so again. Additionally, you gain the ability to speak and read Primordial and your Bejewelled Strikes count as magical whilst your Aura is active.
Disruptive Aura
While your aura is active your skin is covered with a thin, sapphire film and the air around you quivers and shakes, wreathed with blue light. You gain an Immunity to the Incapacitated Condition and project an aura for 15 ft. A creature that starts its turn within 15 ft of you must make a Constitution Saving Throw against your Spell Save DC or be Incapacitated until your next turn. Once the condition ends, they must make a consecutive saving throw, taking thunder damage equal to your Proficiency Bonus on a failed save.
Entrancing Aura
While your aura is active your body is bathed in amethyst light and the air around you is streaked with phantom clouds of purple smoke. You gain an Immunity to the Frightened condition for the duration. Additionally, you project an aura 15 ft in every direction. A creature that starts its turn within 15 ft of you must make a Wisdom Saving Throw Against your Spell Save DC, unless they're frightened, or be frightened untill your next turn. Once the condition ends, they must make a consecutive saving throw, taking psychic damage equal to your Proficiency Bonus on a failed save.
Haunting Aura
Descendants of Amethyst Cryia gain the ability to fill the hearts of their enemies with terror. When you activate your aura, your body is bathed in amethyst light and the air around you is streaked with phantom clouds of purple smoke. You gain an Immunity to the Frightened condition for the duration. Additionally, you project an aura 15 ft in every direction. A creature that starts its turn within 15 ft of you must make a Wisdom Saving Throw Against your Spell Save DC, unless they're frightened, or be frightened untill your next turn. Once the condition ends, they must make a consecutive saving throw, taking psychic damage equal to your Proficiency Bonus on a failed save.
Radiant Aura
While your aura is active your flesh hardens and becomes translucent and light bounces of your skin in an array of shimmering colours. You gain an Immunity to the Blinded condition and project an aura for 15 ft. A creature that starts its turn within 15 ft of you must make a Constitution Saving Throw against your Spell Save DC or be Blinded and have their speed reduced by 5 ft. Once the condition ends, they must make a consecutive saving throw, taking radiant damage equal to your Proficiency Bonus on a failed save.
Venomous Aura.
Descendants of Emerald Cryia are gifted with the ability to project an aura of toxic energy. Your skin crystallises into a green carapace that emits tendrils of emerald-coloured gas. You gain an immunity to the Poisoned condition for the duration. Additionally, you project an aura 15 ft in every direction. A creature that starts its turn within 15 ft of you must make a Constitution Saving Throw against your Spell Save DC, unless they're poisoned, or be poisoned untill your next turn. Once the condition ends they must make consecutive saving throw, taking necrotic damage equal to your Proficiency Bonus on a failed save.
Aura of Brilliance.
Your connection to your Bejewelled Ancestor allows your aura greater protective power. Whenever you activate your Geodic Aura, you gain one of the following benefits, depending on your aura type.
Beguiling Defense
-
When you activate your Entrancing Aura, it endows you with protective charms.
- If a creature rolls a 20 on a nonmagical attack against you, you may treat it as a 19.
- If you take Fire Damage, you may use your reaction to reduce the damage to 0. If you do so, force the creature that dealt you damage to make a Wisdom Saving Throw against your Spell Save DC. On a failed save, they are charmed by you for 1 minute. If they are already charmed, they take Fire Damage equal to your Sorcerer Level + 1d6.
Daunting Presence
When you activate your Haunting Aura, it transforms your form into a vessel of fear.
-
If a creature rolls a 20 on an nonmagical attack against you, you may treat it as a 19.
-
If you take Psychic Damage, you may use your reaction to reduce the damage you take to 0. If you do so, force the creature that dealt you damage to make a Wisdom Saving Throw against your Spell Save DC. On a failed save, they are frightened of you for 1 minute. If they are already frightened, they take Psychic Damage equal to your Sorcerer Level + 1d6.
Dazzling Soul
When you activate your Radiant Aura your physical form becomes a conduit for energy.
- If a creature rolls a 20 on a nonmagical attack against you, you may treat it as a 19.
- If you take Radiant Damage, you may use your reaction to reduce that damage to 0. If you do so, you can force the creature that dealt you damage to make a Constitution Saving Throw against your Spell Save DC. On a failed save, they are blinded and have their speed reduced by 5 ft for 1 minute. If they are already blinded, they take Radiant Damage equal to your Sorcerer Level +1d6.
Discordant Ward
When you activate your Disruptive Aura, your form allows you to confuse and debilitate those who would harm you.
If a creature rolls a 20 on a nonmagical attack against you, you may treat it as a 19.
If you take Thunder Damage, you may use your reaction to reduce that damage to 0. If you do so, you may force the creature that damaged you to make a Constitution Saving Throw against your Spell Save DC or be Incapacitated for 1 minute. If that creature is already incapacitated, they take Thunder Damage equal to your Sorcerer Level + 1d6.
Toxic Constitution
Emerald -Toxic Constitution.
When you activate your Venomous Aura, it empowers your body with acidic qualities.
If a creature rolls a 20 on an nomagical attack against you, you may treat it as a 19.
If you take Necrotic Damage, you may use your reaction to reduce the damage you take to 0. If you do so, force the creature that dealt you damage to make a Constitution Saving Throw against your Spell Save DC. On a failed save, they are poisoned for 1 minute. If they are already poisoned, they take Necrotic Damage equal to your Sorcerer Level +1d6.
Vessel of the Cryia
You have a perfected your aura. You gain 1 additional usage of your Geodic Aura. This usage recharges per 1d2 long rests. When you activate any of your auras, you may expend an additional 5 Sorcery Points to gain the following benefits while your Geodic Aura is activated.
- Instead of gaining 1d4 temporary hit points from your Aura of Brilliance, you gain temporary hit points equal to your Sorcerer Level + 1d4.
- When you use the secondary ability in your specific gem's abilities for Aura of Brilliance, you may instead choose to target any creatures you can see within your aura (Up to your Charisma Modifier).
- Your aura's range extends by 5 ft.
- Your aura lasts for 1 additional minute.
- Allies automatically succeed saves against your aura.
- You may treat immunity to the condition assosciated with your Bejewelled Ancestor as an advantage on the saving throw.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/11/2021 11:06:00 AM
|
1
|
0
|
--
|
Coming Soon
|
Comments