Base Class: Sorcerer
The blood you have inherited resonates strongly with works of art. From a young age you have been capable of fusing a bit of your soul with a sculpture to grant them magical effects. The significant amount of power that has flowed through your sculpting blade allows it to function as an arcane focus. Your sculpting blade cannot be disarmed and if an effect forces it to leave your hand, it will return to your hand on your next turn.
Provided you have sufficient raw materials, you may produce a sculpture of any shape known to you by spending the appropriate amount of time sculpting for the size of sculpture. Roll a 1d20 + your Performance bonus against DC 12 to see if you create a magical work of art. On a failure, your exhaustion level increases by 1. Magical works of art will appraise for an additional 50% of their value. Sculpture sizes and crafting time coordinate with creature size categories as follows:
Sculpture Size Time Required
Tiny 1 hour
Small/Medium 2 hours
Large 6 hours
Huge 1 day
Gargantuan 2 days
Otherworldly Inspiration
At 1st level, the origin of your bloodline is reflected in your sculpting blade. The type of damage your blade does and the application of certain magical effects to your sculptures is dependent on your choice. You also learn to speak, read, and write in a specific language.
Origin Damage Language Known
Abyssal Cold Abyssal
Fey Radiant Sylvan
Infernal Fire Infernal
Your sculpting blade does 1d4 + your class level of the specified damage. You use your Charisma modifier for your attack and damage rolls. Depending on your Origin, you have access to an additional spell at 1st level and 3rd level which are considered sorcerer spells but do not count against your number of sorcerer spells known.
Abyssal
At 1st level you have access to Ice Knife. At 3rd level you have access to Melf's Acid Arrow.
Fey
At 1st level you have access to Guiding Bolt. At 3rd level you have access to Moonbeam.
Infernal
At 1st level you have access to Burning Hands. At 3rd level you have access to Scorching Ray.
The Shape of Power
At 6th level your magical works of art take on additional properties dependent upon their subject matter and shape. Friendly characters that spend at least 1 hour appreciating your art gain a bonus that remains active until the next time they rest:
Humanoid Flora & Fauna Abstraction
Anger +1 to attack roll +1 to attack roll +1 to spell attack
Death +1 to damage roll +2 piercing damage +1 to spell damage
Fear +1 to death saves +1 CHA/WIS/INT save +1 to spell save DC
Joy +2 bonus hit points +1 bonus hit die +1 bonus hit die
Love +1 bonus hit die +1 STR/DEX/CON save +3 to amount healed
Sorrow +1 to death saves +2 piercing damage +1 to spell attack
At 13th level the bonuses are doubled. At 20th level the bonuses are tripled.
You may spend a Bonus Action to summon a magical chisel to your offhand. While the chisel is summoned, you are considered to have the Fighting Style: Two Weapon Fighting. The chisel does 1d4 piercing damage. Any target struck by the chisel has its AC reduced by 2 for two turns.
Art Imitates Life
At 14th level you can animate your magical works of art. The ritual to do so requires 50g worth of material components and 2 hours to complete. Your sculpture will be granted natural armor based upon the material it was made from. Ivory, wood, and other natural materials will grant AC 13. Stone will grant AC 14. Gemstones will grant AC 15. Mundane ores and metals will grant AC 16. Rare ores and metals will grant AC 17. You can spend an available hit die to grant +1 AC to your sculpture; this can only be done once per ritual. Your sculpture has hit points and does melee attack damage based upon the sculpture size as follows:
Size Hit Points Damage
Tiny (Class level)d4 (Class level/2)d2
Small (Class level)d6 (Class level/2)d3
Medium (Class level)d8 (Class level/2)d4
Large (Class level)d10 (Class level/2)d5
Huge (Class level)d12 (Class level/2)d6
Gargantuan (Class level)d20 (Class level/2)d8
The damage type of the melee attack is as specified by Otherworldly Inspiration. Your sculpture uses your Charisma modifier for its attack and damage rolls. It also shares your saving throws, senses, and skills so long as it remains within 120 ft. of you. If your sculpture is more than 120ft. from you, then the ritual is canceled and the sculpture returns to normal. If your sculpture has its health points reduced to zero and you are within 30ft., you may use your Reaction to cast Mend Sculpture and transfer 1d(Caster level) health points from yourself to your sculpture (you cannot transfer more health points than you have and you must always leave yourself with at least 1 health point). Otherwise, it breaks apart and your exhaustion level increases by 1. Your sculpture is considered a Construct for the purpose of determining its creature type.
At 20th level your sculpture gains double the health points from Mend Sculpture and adds (Performance)d4 as bonus bludgeoning damage on a successful melee attack.
Life Imitates Art
At 18th level you have access to an additional spell based upon your Origin which is considered a sorcerer spell but does not count against your number of sorcerer spells known.
Abyssal
You have access to Freezing Sphere.
Fey
You have access to Sunbeam.
Infernal
You have access to Delayed Blast Fireball.
While you have a sculpture animated through Art Imitates Life, you gain temporary hit points equal to half of the sculpture's hit points and bonus melee damage equal to half of the sculpture's damage. You have the advantage on Constitution saving throws. You are resistant to bludgeoning, piercing, and slashing damage.
At 20th level you have advantage on the hit point and damage rolls for Art Imitates Life. Your sculpture gains immunity to the damage specified by Otherworldly Inspiration. It also gains two charges of the spell granted you by Life Imitates Art.
Comments