Sorcerer
Base Class: Sorcerer

Glass Soul Sorcerers draw their magic from a source that is pure, beautiful, and necessarily fragile. While glass is the most common material associated with a Glass Soul sorcerer, other fragile or crystalline substances can serve the same effect.

The body of a Glass Soul sorcerer is usually at least partially comprised of the substance they channel their magic through. Crystal growths on the head or chest, icicles clinging to the chin, or eyes of glass are potential manifestations of this power.

Glass Armor

Beginning at first level, you can channel your innate arcane power to protect yourself. You gain a bonus to your Armor Class equal to your Charisma modifier. Once you take damage a number of times equal to your proficiency bonus, you lose this effect.

You regain the benefits of this feature after finishing a short rest.

Clear Soul

The clarity of your mind and body causes you to resist any affliction that may ail you. Beginning at first level, you are immune to disease and the poisoned condition.

Glass Spell

Starting at 6th level, you know the following Metamagic option, which does not count against the total number of Metamagic options you know:

Glass Spell.
When you cast a spell that deals damage, you can spend 1 sorcery point to cause the spell to add two additional dice to its damage roll. You cannot cast the chosen spell again until you finish a short rest.

Glass Spell

When you cast a spell that deals damage, you can spend 1 sorcery point to cause the spell to add two additional dice to its damage roll. You cannot cast the chosen spell again until you finish a short rest.

Purify

Beginning at 14th level, you can channel the innate purity of your soul and body to cleanse both yourself and your allies of debilitating conditions. As an action, you can touch a creature and spend 2 sorcery points to end one of the following conditions on it: Charmed, Frightened, Petrified, and Poisoned.

Glass Form

At 18th level, you are able to channel your inner purity as a means of both attack and defense. As an action on your turn, you can enter your form of glass, gaining 30 temporary hit points. While you still have at least one temporary hit point, the following effects apply to you:
-Your spells gain a bonus to their damage equal to your charisma bonus.
-Your armor class increases by 2.
-You are immune to poison damage, and resistant to bludgeoning, piercing, and slashing damage from nonmagical effects.
If you gain temporary hit points from another source, these effects end early. Once you use this feature, you ma not do so again until you finish a long rest.

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