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Crystalline Being

Crystalline Crystalling Being Quirks
d6  Quirks
One can never have enough gems in their possession.
Your eyes, fur, skin, wings, horns, or teeth appear as if they are crystalized, and are shiny in color.
The study of rocks and precious stones is not taken seriously enough, in your opinion.
Your skin is hard to the touch, and may have clusters of crystal growing out of you.
The shinier something is, the more valuable it is worth.
You tend to preserve small objects in crystal for safekeeping, for personal or monetary reasons.

Magic of Timeless Crystals

Your connection to crystals gives you the option to learn some non-sorcerer spells that focus on healing, electricity, ice, divining, and earthen properties. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you gain an additional spell from the list below. These spells do not count towards the total number of spells you know, and the spells count as a sorcerer spells for you.
Sorcerer Level  Spell
1st  cure wounds
3rd  augury
5th  call lightning
7th  ice storm
9th  greater restoration
11th  *bones of the earth**
(*this spell changes the columns to be made of crystal instead of stone)

Crystalized Body

At 1st level, your skin has hardened to endure attacks against you. As a reaction to taking damage, you can reduce the damage taken by an amount equal to half your sorcerer level (rounded up) plus your Charisma modifier as crystals suddenly grow on the part of your body that was hit. You can use this feature a number of times equal to your Charisma modifier per long rest.

Gem Knowledge

Beginning at 1st level, you have learned how to easily salvage for crystals. You learn the mold earth cantrip, and you also have advantage on Intelligence (Nature) checks that involve crystals or gems, such as identifying their worth, uses, and where they can be found.   You also have learned how to preserve small items in crystal. Choose one object that can fit inside of a space up to a 1 foot cube to encase it in crystal. When you encase an object in this way, it has an AC of 10 and has hit points equal to your Charisma modifier. Should the encased object be reduced to 0 hit points, the crystal casing around it shatters, though the object remains intact. You can create a number of these equal to your Charisma modifier per long rest, and this effect lasts until you dispel it, or until it is shattered.

Crystal Healing

By 6th level, you can create crystals that aid in healing. Once per long rest, you can spend 3 sorcery points as an action to create a number of crystals equal to your Charisma modifier. Whenever you or an ally is in possession one of these crystals when receiving the benefits of a healing spell, you or your allies can use a reaction to break the crystal, regaining additional hit points equal to half your sorcerer level. You can use only one crystal once per turn.

Prismatic Protection

At 14th level, you can summon crystals for protection. Whenever your or one of your allies within 60 feet of you that you can see are subject to an attack, you can use your reaction to summon a wall of crystal in front of you and a number of allies equal to your Charisma modifier. When you use this feature, you can reduce the damage taken by each ally by an amount equal to half your sorcerer level plus your Charisma modifier.   Once you have used this feature, you cannot use it again until you finish a short or long rest.

Crystalline Form

By 18th level, you become immune to any spell or effect that would alter your form, and you gain immunity to the petrified condition. Additionally, as an action, you can spend 5 sorcery points to summon crystal armor around you. For 1 minute or until you are reduced to 0 hit points, you gain the following benefits:
  • Your AC increases by 2, and you gain resistance to all damage except for force damage and thunder damage.
  • Your Prismatic Protection feature reduces damage taken by an amount equal to your sorcerer level plus your Charisma modifier.
Once you have used this feature, you cannot do so again until you finish a long rest.

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