Base Class: Sorcerer
Through experimentation, worship or other means you have caught the eye of the crystalline Conqueror and he has given you his gift to do what you please with.
expanded spell list
Starting at 1st level, Sorcerer expanded spell list
1st level spells: Command, Hex
2nd level spells: Spike Growth, Maximilian's earthen grasp
3rd level spells: Jeweled Fissure, Mold into Stone
4th level spells: Pit of Malice, Shape Stone
5th level spells: Contagion, Hallow
Crystalline Hide
Starting at 1st level, When not wearing armour, you AC is 13 + your Constitution modifier.
Crystalline Servants
Starting at 1st level, you learn the find familiar spell but can only summon homunculus, imps and pseudodragons with it. In addition, you can use any spell or class feature through your familiar, as if you were standing in their position and you may communicate telepathicallly with your familiar up to 300 feet instead of the normal range.
At 10th level, When you cast Find Familiar, you can control and summon two familiars, instead of one but the Material cost is doubled.
Additionally you learn to speak, read and write Adyssal.
Jade Warden
Starting at 6th level, You can summon a Spirit bound to your soul. As an action, you can expend 3 Sorcery Points to summon your Spirit .
The Spirit appears in an unoccupied space of your choice you can see within 30 feet of you
The Spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Spirit stat block. You determine the Spirit's appearance, but mean detail of the Spirit is a mark covering it's face and it's weapons made of jade.
In combat, the Spirit shares your initiative count, but it takes its turn immediately after yours. Additionally, the Spirit summoned are friendly to you and your allies, and will follow simple verbal commands.
The Spirit manifests for 1 hour, until it is reduced to 0 hit points.
Starting a 11th level you can summon two Spirits instead of one, at 15th level you can summon three Spirits and at 19th level you summon four Spirits. In combat using your bonus action to command the Spirit works on all Spirits.
In addition, you gain resistance to lightning and Psychic damage.
Crystal Imprisonment
Starting at 14th level, You have the ability to Imprison number of creature equal to your Cha modifier in Jade Crystal up to 1 hour or until damage, all target must make a Con Saving throw equal to your spell saving throw, on failed save the target is considered Paralysed, On successful save nothing happens.
you can do this once a day and get it back a long rest
At 18th level when the you are in the spire's area the number of doubles.
Jade Spire of Malediction
Starting at 18th level, Sorcery Points: 10
lasts 1 minute
A twisting Spire of blackened steel rises from the ground
The Spire is 15-by-15 ft and 100 ft up
The Spire's Initiative is 20
The Spire effects 50-feet-radius and considered rough terrain to enemy creatures
While the is Spires active summoned Spirits are Inspired (use the Inspired Spirit stats)
10-feet-radius from the Spire spouts Abyssal energy damaging all creatures at the start of the Spire's turn taking 2d8 psychic, accept you and any Spirits. when a creature is reduced to 0 hit points in the 10-feet-radius the Spire erupts with necrotic energy doing 1d8 damage.
25-feet-radius form the Spire, Chains spinning from the ground in the area and attack all enemy creatures. Creatures targeted by the chains must make a Dexterity saving throw equal to your spell save DC, On a failed save the target take 2d8 piercing damage and is grappled. On a successful save the target takes no damage and is not grappled. Creatures grappled by the chain are dragged 10ft towards the Spire at the start of the Spire's turn.
Previous Versions
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11/19/2019 11:53:04 PM
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