Base Class: Sorcerer
Your powerful magic comes from the Crysais Shard you have inside you or near you. You might have found a Shard while traveling through the mists, maybe it landed in your home by chance after the shard was shattered. Perhaps you stole it from the capital city of Moc and are on the run for stealing a national artifact. Maybe the shard approached you one day, out in your day to day life and whenever you try to get rid of it, it always comes back. No matter how you came to get your shard, their mysterious and undocumented powers are now yours to try and control and suffer the consequences of using.
Crysais Pull
Starting when you choose this origin at 1st level, you pull and borrow from the Crysais shard. Once per turn, you may choose to use your action to roll on the Crysais table to create a magical effect. If that effect is a spell, you are able to exert control over it as if it's a normal spell and apply your metamagic features to it as normal, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Crysais Pull
|
d100 |
Effect |
|---|---|
|
01–02 |
Your Crysais Shard shatters in your hands into even smaller shards. |
|
03–04 |
For the next 1d6 days, you can see into to the ethereal plane and in complete magical and natural darkness as if it was bright light. |
|
05–06 |
You go blind for 1d4 days, but you can hear out to a mile radius and perfectly ascertain where they are at and are considered to have 'Blindsense'. |
|
07–08 |
You cast fireball as a 3rd-level spell. |
|
09–10 |
You can cast magic missile as a 5th-level spell for the next hour. |
|
11–12 |
You can use a Paladins lay on hands ability at will for 24 hours with a pool of 24 hit points. |
|
13–14 |
You cast confusion centered on a point of your choice within 60 feet. |
|
15–16 |
For the next minute, you regain 8 hit points at the start of each of your turns. |
|
17–18 |
Caster can Summon a powerful entity to answer one question |
|
19–20 |
Caster experiences pain when he spends money. For d6 days. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
The ground beneath a random point in the world collapses into a vast cavern and thrown into a blizzard. |
|
25–26 |
You attempt to split your shard into smaller shards on purpose for the intent to gain one of current Crysais Pull table effects permanently. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You tap into the rage of barbarians long past and let the shard fuel you, you become enraged and can add your casting modifier to all of your damage rolls, you are resistant to, slashing, piercing, and bludgeoning. |
|
31–32 |
You may gain a familiar permanently via the 'Find familiar' spell, you may choose one shape and your familiar may stay in this shape only. The familiar works as if you had cast the 'Find familiar' spell. |
|
33–34 |
Caster can convert silver pence into Gold pence and Gold into Platinum pence, just by holding a handful of coins. (12) The caster can do this up to 3 times. |
|
35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. Your choice if you wish for it to age you up or down. |
|
37–38 |
You summon a swarm of mice infected with the plague, the caster has control over them for 1 hour before they vanish. |
|
39–40 |
You regain 2d10 hit points. Or you can give up your healing for a ally within eyesight that is not behind total cover. |
|
41–42 |
You gain the ability to shift into any animal you have seen via the druids wildshape feature; you get to use this ability for 1d4 days. |
|
43–44 |
For the next hour, you may cast the 'Teleport' spell once, and accurately arrive at the place you wish to arrive to without any problems. |
|
45–46 |
Someone nearby (your choice) can now only be wounded by magic or silver weapons for d6 days. |
|
47–48 |
You can speak, understand, and read every known language for 1d4 days. |
|
49–50 |
You can, for d12 days utilize spells from all casting classes and you can cast a extra 1st, 2nd, and 3rd level spell per long rest. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +3 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol and all diseases for the next 5d6 days. |
|
55–56 |
You can change everything about how you look, like a Changeling, for the next d4 days. |
|
57–58 |
For the next minute, any flammable object you touch bursts into flame; and takes 5d6 damage per turn for 1 minute. |
|
59–60 |
You fall under the effects of a long rest and get the appropriate recoveries as if you have taken a long rest. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
Caster can't speak unless his thumbs are touching |
|
65–66 |
Up to three creatures you choose within 300 feet of you take 5d10 lightning damage. If you use a 3rd level spell slot, you can repeat this effect if you concentrate as if you were concentrating on spell. |
|
67–68 |
Caster can transmute any material into any other material permanently by using their action on whatever object they wish to transmute, for 1d4 days. |
|
69–70 |
Caster craves wood like a termite, and must consume wood to sustain a healthy diet for d4 days. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A creature you choose within 90 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
Caster can create food enough for a feast, it can feed up to 15 people and this food doesn't rot and is considered magical. |
|
77–78 |
You cast polymorph on yourself. |
|
79–80 |
Caster continues to age normally but cannot die of old age |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 3d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
Caster experiences violent, full-body spasms for 2d4 rounds. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. Or yourself. |
|
89–90 |
The caster gains the ability to sense other Crysais Shard within a 5 mile radius permanently. You know the exact location, but not what the shard can do or who wields it. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Caster can focus on the shard and can create any potion known to the caster, and up to 1d8 amount if the potion the caster wishes to create. |
|
95–96 |
You gain a extra spell slot of your choice as long as you are within 5 feet of your shard, this slot can be used and considered a normal spell slot. You gain this for 8 hours. |
|
97–98 |
You can disappear into your shard, in your shard is a bed, desk, and other amenities to live in the shard comfortably, it can even hold things and function as a bag of holding. You can do this with a bonus action up to 1d10 days. |
|
99–00 |
Caster can use the shard to create a Goblin companion that accompanies the caster and is his subservient minion; they can be taught any skills and can learn like anyone. The caster can choose to look through the eyes of their goblin and feel and experience what they feel. Refer to the Goblin stat block for your starting companion. |
Sharding
Starting at 1st level, you can manipulate the Crysais shard to allow you to roll on the Crysais Pull table, if not used, you may sacrifice this feature to cast any spell from any spell list at your casting level. If you sacrifice your second roll and force what spell you wish to come out of the shard, (from the shard list) you cast that spell normally; at the reduction of half your life force (Hit points).
You can use this feature once per long rest and regain it on a long rest, the loss of hit points cannot be prevented in any way, and your life force returns to max on a long rest.
Crysais Interference
Starting at 6th level, you have the ability to prevent, or slow down spells that are cast near you, brandishing your shard and imposing disadvantage on a spell cast within 45 feet of you by using your reaction up to 2 times per long rest; roll a d20, if you roll above a 10, you kill the spell before it starts and redirect it at the caster.
Multisharding
At 14th level, you gain even more control over the Crysais shard you posses . Whenever you roll on the Crysais Pull table, you can roll twice and use either number within a d12 of the desired effect.
Complete Control
Beginning at 18th level, you have mastered your shard and have complete and utter control of it, you have unlocked it's secrets and are able to do things that Crysai herself could do. When she walked the mortal plane. Once per turn, you may take control of your shard and choose any effect from your current Crysais Pull table. You can do this twice per long rest.
Roll a d100 after each use, on a 10 or lower, your shard shatters.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/26/2023 3:54:20 AM
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1/26/2023 4:06:36 AM
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Coming Soon
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3/10/2024 6:12:36 PM
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Coming Soon
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