Sorcerer
Base Class: Sorcerer

Jewelbloods are the result of a rare and fascinating magical phenomena. Despite enormous amounts of time, money, and experimentation, no conclusive evidence of a reliable method of predicting or influencing the birth of a jewelblood has been discovered. Born with continuously-developing magical crystals within their bodies, these sorcerers can use their own bodies to perform astounding magical feats, though at a significant cost to themselves. Few other casters can say they’ve paid for their spells in their own flesh and blood, after all.

Crystalline Flesh

Your body naturally generates a number of small crystal deposits throughout your tissues, and your blood itself is partially crystallized, appearing almost as though it has gemstone dust mixed into it. These features do not significantly impact your physical abilities in any way, though crystal protrusions from the surface of your skin or located just beneath the surface are not uncommon. Due to the prevalence of so many durable mineral formations within you, you are significantly more resilient, and can channel your spells through your own body in order to harness the magical potential of the crystals within you. Constitution is your spellcasting ability, rather than Charisma, and you use Constitution in place of Charisma for your metamagic options. Your hit point maximum also increases by an amount equal to twice your Sorcerer level.

Additionally, you can use a bonus action to focus the energies of your crystalline flesh, honing your senses to spot magic. For the next hour, you can see a faint glitter effect surrounding creatures and objects that are affected by ongoing magical effects, or that have innate magical abilities. This special sight doesn’t tell you what kind of magic lingers on an object or creature. Once you use this feature, you can’t use it again until you finish a short or long rest.

Gemblood Amplifier

Starting at 1st level, you have learned to harness the crystals in your blood to empower your spellcraft. Whenever you cast a spell that makes an attack roll against one or more targets, you may choose to spend a number of hit points equal to 1 plus that spell’s level (1 hit point for cantrips). Losing hit points in this way is not damage, and can’t be affected by resistances or immunities. When you spent hit points this way, that spell deals an additional amount of damage to each of its targets equal to the spell’s level plus your Proficiency Bonus (0 plus your Proficiency Bonus for cantrips).

When you reach 7th level, you learn to harness this property of your blood to accomplish even greater feats. Whenever you cast a spell that deals damage to creatures within a specific area, such as a cone or sphere, you may spend a number of hit points equal to 2 plus twice that spell’s level (2 hit points for cantrips). When you spend hit points this way, that spell deals an additional amount of damage to each creature affected by it equal to the spell’s level plus your Proficiency Bonus (0 plus your Proficiency Bonus for cantrips). If the spell’s damage would be halved as a result of succeeding on a saving throw, the additional damage is added after that calculation.

Hemocrystal Genesis

At 6th level, your body’s crystal growths have even more closely integrated themselves into your physiology, as your blood now appears and acts almost like a gemstone in liquid form. You produce this crystalline blood at a much more rapid pace than normal creatures recover their blood, and it seeps into your damaged tissues from inside to rejuvenate them. At the start of each of your turns, if you are conscious, you regain a number of hit points equal to half your proficiency bonus, rounded up.

You have also learned to better harness your blood’s crystalline properties, shaping it into projectiles and defenses. As an action on your turn, you may spend a number of hit points equal to or less than your Sorcerer level, collecting and firing a shard of solidified blood crystal at a target. Make a ranged spell attack roll against the target. You don’t make this attack with disadvantage against a target within 5 feet of you. On a hit, the target takes damage equal to twice the number of hit points you spent, and if the target is a creature, it must make a Constitution saving throw against your spell save DC. On a failure, the shard draws on the minerals in that creature’s body to empower itself and explodes, causing each creature within 10 feet of the target to make a Dexterity saving throw equal to the target’s AC, taking damage equal to the number of hit points you spent on a failure.

Additionally, as a reaction when a creature would hit you with an attack, you may spend a number of hit points equal to or less than your Constitution modifier. Your AC against that attack is increased by an amount equal to half the number of hit points you spend, rounded up.

Vitrifying Cascade

Starting at 14th level, you can focus your magical energies inward, harmonizing them with the essence of the crystals inside of you and then releasing them outward as a pulse. As an action, you can let out a surge of raw magical energy attuned to your own crystals, causing each creature within 30 feet of you to make a Constitution saving throw against your spell save DC. On a failure, that creature takes 3d8 force damage and is incapacitated and restrained until the start of your next turn, as crystals spontaneously grow over its surface, fusing to each other and encasing it near-completely in a hard shell. All objects and surfaces within that area are covered in a thin layer of crystal growths, and the space is difficult terrain for all creatures other than you. At the start of your next turn, the crystals shatter into dust, dissipating into nothingness. A creature killed by this ability is fully encased in clear crystal, and remains that way even after the effect ends. If the creature is revived, the crystal encasement fractures and splits, freeing them.

Once you use this ability, you can’t use it again until you finish a long rest.

Magical Resonance

When you reach 18th level, you have fully mastered the powers granted by your unique body. Whenever you finish a long rest, choose a damage type other than bludgeoning, thunder, or force. You are resistant to that damage until your next long rest.

Spells you empower using your Gemblood Amplifier feature ignore damage resistances.

Whenever you spend hit points on one of your abilities, you gain a number of temporary hit points equal to your Constitution modifier plus your Proficiency bonus.

You can absorb and consume gemstones and other forms of crystal, repurposing them for your own benefit. As a bonus action, you can harvest a gemstone or crystal, destroying it. If you do, choose one of the following benefits. You can only have up to two of these benefits active at a time, and harvesting another gemstone or crystal replaces one of your current benefits with the new one.

  • You have advantage on all Perception checks to locate hidden or invisible creatures.

  • You are immune to the poisoned and paralyzed conditions. Your creature type is treated as Construct as well as Humanoid for spells and effects that check your creature type.

  • You emit a soft glow, shedding bright light for 5 feet and dim light for an additional 5 feet.

  • You are immune to effects that would change your shape.

  • You no longer need to breathe.

  • You gain immunity to the petrified condition.

  • You are immune to disease, both mundane and magical.

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