Base Class: Sorcerer
Dur'faera crystals are blue gemstones with purple centers that hold moderate amounts of natural magic. They are often used as arcane focuses for mages and they can create sorcerers that are infused with their natural magic. If a pregnant woman is exposed to dur'faera for 6 or more months of her pregnancy, the child may be born a sorcerer. If there are multiple children, it can manifest in just one child or the power can be split between them. If someone is exposed to the crystals for an extremely long time during their life or exposed to powerful arcane magic involving them, they may also begin to develop magic. These sorcerers may have a gem-like shine to their skin or blue and purple eyes resembling the color of the gemstones.
Crystalline Toughness
The dur'faera involved in your birth have influenced your skin's qualities. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are hard and smooth. When you aren’t wearing armor, your AC equals 12 + your Dexterity modifier.
Dur'faera Control
Starting at 6th level, you begin to master the usage and creation of the gemstones that gave you your magic. You can use a bonus action to grow a dur'faer on your body or an object. This crystal can be used as an arcane focus. Also, choose two abilities from the following list at level 6, and one more at level 10, 14, and 20.
Crystal Shield
As an action on your turn you may spend 2 sorcery points to send a shield of dur'faera crystals to one of your allies within 30 ft of you, or keep it to yourself. The shield lasts for a minute and grants +2 AC to the creature it is protecting, floating around them without needing to be held. As a bonus action on your turn while the shield is active, if the shield is within 30 ft of you, you can transfer it to another creature within range. At level 10, the AC bonus increases by 1, and again at levels 14 and 18.
Dur'faer Glow
You begin to glow with a magical aura, much like light through a dur'faer gemstone. You must spend a bonus action and 1 sorcery point to activate this ability, and for up to one hour or until you dismiss this effect as a bonus action, your body creates bright light in a 10-foot radius and dim light for another 10 feet. At level 10, you can target one ally within 10 feet of you that you can see in addition to yourself. At level 14, this increases to two allies, and three allies at level 18.
Dur'faer Spike
You spend 1 sorcery point to create a long dur'faer spike as a bonus action that emerges from the ground in an empty space within 30 ft. of you and impales a creature within 5 ft. of it. The target makes a Dexterity saving throw against your spell save DC and takes 2d8 piercing damage, or half as much on a successful save. You may create one additional spike at levels 10, 14, and 18.
Dur'faer Weapon
You use a bonus action and 2 sorcery points to coat a weapon in dur'faer crystals. Roll an extra d6 bludgeoning, slashing, or piercing damage when you hit with your chosen weapon for up to a minute or until you dismiss this effect as a bonus action. The damage bonus increases by 1d6 at level 10, 14, and 18.
Living Focus
You channel your magic through a living being and use them as a focus. As a bonus action, you spend 3 sorcery points and create a crown of dur'faera around the head of one conscious creature of your choice that you can see within 30 feet of you. The creature makes a Wisdom saving throw against your spell save DC, or a willing creature can choose to fail. On a failed save, you can cast spells with them as the origin for the purpose of range for one minute. They can make the saving throw at the beginning of their turn for the duration, and if they succeed the effect ends immediately. The duration increases by one minute at level 10, 14, and 18.
Wall of Dur'faera
A magical wall of solid dur'faera grows rapidly at a point you choose within 60 feet of you. This takes an action and 4 sorcery points. The wall is 6 inches thick and is composed of five 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by an existing surface. Thus, you can use this effect to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of crystal that can be damaged and thus breached. Each panel has AC 14 and 15 hit points per inch of thickness. The wall is also venerable to bludgeoning damage. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.
The wall disappears after 1 minute.
Dur'faer Armor
At level 14 you create a full plate armor around yourself made out of perfectly shaped dur'faera. Your AC is now 15 plus any normal bonuses, though you cannot wear any other armor while this effect is active. This armor is weightless and it moves in tandem with you flawlessly, so it has no Dex bonus limit and no stealth disadvantage. The armor can be changed into a small accessory on your person as a bonus action, and it has no effect while it is in this form. You can shift it back into armor as a bonus action.
Dur'faer Replica
At level 18 you gain the ability to replicate any object you have seen out of solid dur'faer. It has the same durability and weight as the thing you are replicating but feels and looks like normal dur'faera.
Increased Dur'faer Defense
At level 18, your dur'faer armor grows stronger and your AC gets an additional +2 bonus.
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