Crystal Soul Sorcerer

by BismarckCrucible

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Sorcerer - Crystal Soul

Somewhere between the plane of fire and the plane of earth is a world of obsidian and caves. It's a savage world where the pressure and caves of the plane of earth meet the unbridled heat of the plane of fire. All kinds of gems are created in this place and due to the nature of their creation they are overflowing with magical powers.

When the obsidian and earth of this plane shift it creates violent quakes, sometimes shattering larger crystals into smaller pieces, when this happens they are thrown through the aether and may wind up on our world. Those who try to cut the stones release this energy, shattering the stone again in an explosion of arcane energy. Often these shards are embedded deep in the body of person slowly fueling their body with the power of the wild plane but crystallizing them from the inside.

These people are known as Crystal Soul Sorcerers.

Class Prerequisite

You may only take levels in this archetype if you have proficiency in Jeweler’s tools.

Crystalline Fortitude

At 1st level, the shards in you bolster your health. Your hit point maximum increases by 1, and it increases again increases by 1 each time you gain a level in this class.

Additionally you can cause the shards to crystallize on the surface of your body. This allows you to cast Mage Armor on yourself at will, without expending a spell slot or material components. At 6th when you use this ability you can expend a spell slot to add +1 to your AC, and at 14th you add an additional +1.

Refractive Casting

Starting at 1st level, the gems in your body manipulate magic in a way that is difficult to control at range but often makes you dangerous up close. When you are within 5 feet of your target, you do not suffer disadvantage on ranged spell attacks. However, any ranged spell attack that are made at a distance greater than 30 feet is done at disadvantage.

Becoming Crystal

Starting at 6th level, the shards are starting to become more a part of your body, they have grown and formed a network within you. While your Mage Armor is active the Quickened Spell Metamagic only costs you 1 sorcery point as the magic flows through the crystals more quickly. Additionally, while your Mage Armor is active, you have access to the following abilities.

Hardening

When an attacker that you can see hits you with an attack, you can use your reaction spend 2 sorcery points and harden your body. This reduces the damage of that attack by half.

Sharpening

As a bonus action you may spend one sorcery point to crystallize your hand for a brief moment. You may treat your hand as a hand axe or dagger without the thrown property. You are proficient with attacks made with this hand. This ability lasts 6 seconds or until the beginning of your next turn.

Focus Crafting

Starting at 6th level you may attempt to craft an arcane focus during a long rest. This focus must be made from a part of the gems that you crystallize on your body and you must succeed a Jeweler's Tools (Dexterity) check with a DC of 15. Only one of these can exist at a time and it is only usable by you being made of you. Should the focus be lost or destroyed you can make another in the same way. When it is complete the other focus is destroyed if it wasn't already. When you use this arcane focus to cast a spell that targets a creature within 10 feet of you, you may add your Charisma modifier to one damage roll of that spell. This damage must be applied to a creature within 10 feet of you.

Shattering

Starting at 14th level, the gems have replaced roughly a quarter of your body and are starting to break off and shatter violently when you cast your spells. This can cause a chain reaction from target to target.

When you cast a spell that targets an enemy within 10 feet of you, roll a d6.

If you roll a 6 the spell fires shards from your body at the target. Make a ranged spell attack, if the attack hits you deal 1d10 force damage plus your Charisma modifier. This damage triggers this ability.

Each time this ability triggers itself it chooses a new target and cannot target the same creature two times in a row, nor can it target yourself. The new target must be within 10 feet of the creature that was last hit by this ability. If there are no valid targets the ability does not trigger.

Fractal Magic

Starting at 18th level, half of your body has become crystal and is hard to hide visually. You can still move normally however the crystals will eventually take over your body. If you should die you become petrified as your body permanently turns to crystal. Nothing short of a wish or divine intervention can undo this transformation. Until you are fully turned into crystal you are granted advantage on saving throws against spells and other magic affects.

In addition, when a spell targets only you (not in an area of effect) and the spell is 7th level or lower, you can, as a reaction, spend 6 sorcery points for the following effect. The spell now also targets the caster, using spell bonuses, and concentration of the caster, as if they had twin cast it upon themselves and you. If the spell requires concentration, dropping concentration on one target will drop the concentration for the other. If the spell has lingering effects they also happen to the caster.

 

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