Base Class: Sorcerer
Your innate magic comes from the world beyond your own. Your ancestors may have been from another world, you may have been born on a spelljammer ship flying between crystal spheres, or you have been augmented in some macabre mind flayer experiment. No matter how you were instilled with these powers, the phlogiston burns through you and makes you invaluable addition to any spelljammer ship and a resilient companion.
Wildspace Resistant
Starting at 1st level, you are well adapted for the harshness of space. You are resistant to cold damage and do not need to breath to live.
Phlogiston Blood
Starting at 1st level, the fiery phlogiston that envelopes the crystal spheres flows through your veins. When you are below half your hit points and take damage from a creature that is within 5 feet of you, you can use your reaction to deal fire damage to that creature equal to your constitution modifier (minimum of 1).
Crystal Protection
At 6th level, as a bonus action, you can expend 2 sorcery points you create a small crystal sphere around you. The crystal sphere has a hit point maximum equal to twice your sorcerer level. Whenever you take damage other than poison or psychic damage, the sphere takes the damage instead. The sphere is resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. While the sphere is active, Phlogiston Blood does not function. If this damage reduces the sphere to 0 hit points, the sphere is destroyed, and you take any remaining damage.
Cosmic Soul
At 14th level, you are immune to cold damage and resistant to fire and radiant damage. You also gain a flying speed of 60 feet.
Crystal Shells
At 18th level, you can extend your crystal protection to others. As an action while your crystal protection is ongoing, you can expend 2 sorcery points and choose a number of creatures equal to your charisma modifier (minimum of 1) within 30 feet of you. Your crystal sphere's hit point maximum increases by your charisma modifier (minimum of 1) for every target you choose. The targets gain a flying speed of 30 feet and can breathe normally in any environment (including a vacuum) and when one of the targets takes damage other than poison or psychic damage, your crystal sphere takes half the damage instead. If this damage reduces the sphere to 0 hit points, the target takes any remaining damage. When the crystal sphere is destroyed, this effect ends on all targets.
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