Base Class: Sorcerer
Unlike most sorcerers, Gemlings are not born, they are built. Gemlings are a tool of the Valdran Empire. creations used as soldiers and guards to the Crown. Living weapons. Created by the council of Praetors, Gemlings are a fusion of Magic and flesh. Only a few years ago, a Praetorian Alchemist conducted an experiment. he took several prisoners of war and, alone in his lab, cut and tore the flesh from their bones. gouging out chunks that would allow room for cut Animite gems and the apparatus' to use them. as such, Gemlings draw power not from some magical blood line, but from the arcane crystals embedded in their flesh. Many Gemlings are cold, emotionless husks, being made slaves of the state. however, many player character Gemlings are escapees. criminals on the run form the government who own them. When playing a Gemling, consider the impact essentially being a runaway slave will have on your character.
Gemlings also possess obvious physical alterations. many are bald with Animite crystals sewn into their skulls, but the alterations can be anywhere.
All Gemlings start with the "Soldier" background.
Animite Infusion
as a Gemling, Animite crystals are a part of you just as much as your own flesh and blood. these not only grant you your arcane power, but alter it in a way unique to the Gemling. When you cast a spell, you can instead to choose to store it in one of the Animite crystals in your body. these function similarly to the [ magicitem]ring of spell storing[/ magicitem] in that, stored spells can be cast later without expending a spell slot. however, when the stored spell is cast, you take Xd6 fire damage where x is the level at which the spell was stored as the Animite crystals throughout your body pulse with Arcane energy.
you can store a number of spell levels equal to half your sorcerer level rounded up (minimum 1)
Animite Augmentation
The Animite crystals fused into your body are not inert and as such still have base arcane effects. at 1st level, choose two effects. you can choose an additional effect at 5th, 10th, 15th and 20th level. at any level up, you can change your selected augmentations
Animite Cannon
you learn the spells Fire Bolt and Burning Hands and they do not count against the number of spells you know
Animite Optics
you gain dark vision up to 60ft and can see through magical darkness
Animite Propulsion
you can cast the spell Haste once per day without expending a spell slot. this version of the spell has a range of self and lasts 10 minutes not requiring concentration
Animite Retribution
You can cast the spell Hellish Rebuke at 1st level a number of times equal to your charisma modifier per long rest
Animite Ward
you can cast the spell Mage Armor at will without using it's material components
Arcane Discharge
you can cast the spell Fire Shield at will. once you cast this spell, you cannot do so until you complete a long rest.
Unnatural Vissage
you gain expertise in the Intimidation skill
Arcane Battery
the Animite in you body can hold an Arcane charge, and now so can you. when you take damage from a spell or magical effect that damages you you can use your reaction to absorb a potion of the spell granting you a number of sorcerer points equal to the spell's level. you can use this ability a number of times equal to your Charisma modifier +1 .
starting at 12th level, when you use this feature, you also gain resistance to the damage dealt by the spell or effect. and at 18th level you can use two charges of this effect to become immune to that damage type for the duration of the spell.
Animite Instability
Animite is, by it's very nature, a volatile and unstable compound and now, you've learned how to best master that volatility. you can now, as an action spend 2 sorcerer points to cast the spell [spell[Blink[/spell] . if you use sorcerer points to cast Blink in stead of a spell slot, you can choose if you blink as opposed to the die roll.
You can also spend 1 sorcerer point to escape from any Grappled or Restrained condition
Arcane Overcharge
Your mastery of the Animite within you knows no bounds. As a Bonus Action by expending 8 Sorcerer points you can overcharge your enhancements giving the following effects for 1 minute
- whenever you roll damage for a spell you may treat any 1's, 2's, or 3's rolled as 4's
- Spell damage you deal ignore resistances and treat immunity as resistances.
- you start to flicker in and out or reality making you immune to the grappled and Restrained. you ignore Difficult terrain and cannot be the target of attacks of opportunity. your movement takes place in short range blinks.
When this effect ends, you gain a level of exhaustion and cannot Overclock yourself again until you complete a long rest.
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