Sorcerer
Base Class: Sorcerer

You have gems physically forming and encrusted into your skin. 

Additional Spell List

  • 1st - Absorb Elements, Chromatic Orb , Move Earth
  • 3rd - Continual Flame, Dragon's Breath
  • 5th - Elemental Weapon, Meld into Stone
  • 7th - Elemental Bane, Stoneskin
  • 9th - Contact Other Plane, Conjure Elemental

Sparkling Skin

You can spend 10 minutes gently harvesting gems from your own body. You can produce up to 25gp worth of gems of your choice per long rest, with no individual gem being worth more than 9gp. These gems turn to dust if you are ever more than 20ft away from them. A skeptical examiner can make a DC 10 investigation roll to notice that the gems feel different than normal gems. 

Extraplanar Metabolism

You can, with some effort, eat gems to extract their magical and healing properties. As an action you swallow a single gem. You regain 1 hp per 3gp the gem consumed is worth. You also recover 1 sorcery point per 20gp the gem consumed is worth. This can't bring you above your maximum sorcery points. You can use this feature a number of times equal to your proficiency bonus between long rests. It really does a number on your stomach.

This expertise with gems also allows you to determine characteristics of gems just by touch and taste. With an action you physically examine a gemstone and determine the gem's gp value* (at least for the purposes of this ability) based on its shape, age, or clarity. You also identify the unique taste a of gem's origin, potentially allowing you to determine where a gem was mined or most recently cut should you have others to compare.

*Note that the gem's value is a useful way to describe the size, clarity, and other physical characteristics in a way that does not require calculations or additional charts. Whatever value an NPC is willing to pay for (or sell) a gem at likely does not exactly match what this ability would value a gem at.

 

Embodied Components

Starting at level 6 you can substitute your own body when a spell's material component requires a gemstone.

When casting a spell that requires a gemstone as a material component you can force your body to mimic the required properties. When you cast a spell you can spend 1 hit die per 50gp required to ignore that requirement. (minimum 1 hit die).

Energy Limb

Starting at level 6 the planar gems that grant you your magic require an increased connection in order to keep your powers under control. 

In order to maintain your stability you must tether yourself to the inner planes physically. One limb of your choice is replaced by a small gemstone stump on your torso, while the limb itself is harmlessly stored in an inner plane of your choice. In fact the gemstone acts as a primal portal. This primal portal is immune to disruption from anti-magic, dispel magic, or similar disruption short of a wish spell. In its place you manifest an energy limb from the essence of the chosen plane, allowing you mobility and manipulation as if the new limb was part of your body. Your sensory experience is different than your other limbs, but comprehensible to you. With a one minute ritual you can change what plane you are tethered to. This does no harm to yourself. 

You can choose to suppress this ability though doing so is incredibly taxing to you. Each minute you choose have no limbs manifested you must make a constitution save DC 10 +1 for each minute you have suppressed this ability at the beginning of your turn. On a failed save you gain a level of exhaustion.

Other than the rules listed below the limb functions as normal, though other beings may react differently to you should they notice your unique appearance. 

Depending on which plane you are tethered to your energy limb has the following qualities:

  • Fire - You gain the cantrip produce flame as long as you have this limb, can cast it without any spell components, and you add your charisma modifier to the damage dealt. +1 to the DC of spells you cast that deal fire damage.
  • Water - You gain a swim speed equal to your move speed. +1 to the DC of spells you cast that deal cold damage or summon water
  • Earth - You gain a climb speed equal to your move speed and double your carrying capacity. +1 to the DC of spells you cast that deal acid or bludgeoning damage with natural stone/earth.
  • Air - You have an unending supply of air to breathe for yourself and +10ft to your move speed. +1 to the DC of spells you cast that deal thunder damage. 
  • Feywild - You gain temporary HP equal to your proficiency bonus at the beginning of your turn each round as long as you are conscious. +1 to the DC of spells you cast that deal radiant damage.
  • Shadowfell - You gain +5ft range for all touch/melee range spells and attacks. +1 to the DC of spells you cast that deal necrotic damage.

You can pull an extra amount of energy through the primal portal by spending a sorcery point, allowing you to cast the spell listed below as a bonus action. Spells cast this way do not use a spell slot, do not require you have the spell on your list of spells known, and cannot be cast at a higher level. You can apply metamagic to these spells. 

  • Fire - Burning Hands
  • Water - Ice Knife
  • Earth - Earth Tremor
  • Air - Gust of Wind
  • Feywild - Healing Spirit
  • Shadowfell- Inflict Wounds

Stable Limbs

Starting from level 14 you gain better control over your connection to the inner planes.

You can manifest a second energy limb of any energy type. If you have two limbs of the same type you double their benefits and damage dealt, this includes damage dealt/healed from spells cast via energy surges. 

You can now choose to suppress this ability without straining yourself or needing to make constitution saves. 

Hardened Gemstones

Starting at level 14 you have some control over the size, placement, and toughness of the gems that grow on your body, reinforcing not just your skin but your bones and internals as well. 

The gems on your body ward you from non magical attacks. Bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 5.

Elemental Body

At 18th level your understanding and control of your connection to the inner planes and your physiology has reached unparalleled levels. You can shunt all but your head into a single inner plane of your choice for one minute. The base of your neck becomes covered in a brilliant gemstone, covering the primal portal connecting your head to the rest of your form. Your head sits atop a medium sized elemental in the shape of your choice. Your body still benefits from any equipment you have but any equipment below your neck is with your body in a pocket of an inner plane and is not accessible (for example for the purposes of making a weapon attack, or drinking a potion).

You gain the following benefits when you transform. 

  • Immunity to damage of the type associated with that plane (Cold for Water, Thunder for Air, Fire for Fire, Acid for Earth, Necrotic for Shadowfell, Radiant for Feywild)
  • Resistance to non-magical bludgeoning, slashing, and piercing damage from non-magical sources (this replaces the Hardened Gemstones feature for the duration)
  • Immunity to polymorph or other shape-changing effects.
  • Your equipment in your hands and anywhere else below your neck is kept in a hidden pocket of an inner plane of your choice, inaccessible to you but protected.
  • Your AC becomes 15 + your dexterity modifier (natural armor). Armor, shields, and other equipment on your physical person meant to protect your whole body provides no benefit. Your DM may permit some specific items or effects to provide you with 1/2 of their benefit to your AC they would normally provide.   
  • Using metamagic on spells that deal damage or otherwise conjure elements associated with your plane of choice cost no sorcery points. 
  • You are treated as having two energy limbs of the same type as your plane of choice for the purposes of your Energy Limbs ability. You cannot change your limbs to other planes during this effect. 

You can end this effect at any time on your turn without spending an action. 

Once you use this action, you can't use it again until you finish a long rest unless you spend 9 sorcery points to use it again. 

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