Crystalline Sorcerer
Either you or an ancestor of yours was irrevocably changed by the passing of one of the Occultations. You or your ancestor might be a Crystalmarked, however that is not a necessary prerequisite to be a Crystalline Sorcerer - through the intense and mystical forces of the Occultation your soul was infused with the a small portion of its power and at some point you awakened to this wellspring within you.
Crystal Focus
When you take this subclass, your arcane focus must be a crystal of some sort in order to be able to cast spells. Your chosen crystal will change what your damage type will be. If a crystal has more than one damage type you must pick one when you gain this feature.
You also learn the Magic Stone cantrip, which does not count towards your cantrip total and counts as a Sorcerer cantrip for you.
You also learn the Magic Stone cantrip, which does not count towards your cantrip total and counts as a Sorcerer cantrip for you.
Crystal | Damage Type |
---|---|
Bismuth | Force |
Sunstone | Fire |
Rose Quartz | Radiant |
Black Tourmaline | Necrotic |
Tanzanite | Lightning or Thunder |
Ice Selenite | Cold |
Malachite | Poison or Acid |
Amethyst | Psychic |
You also gain subclass spells that do not count towards your total spell slots at certain levels, and count as Sorcerer spells for you.
Level | Spell |
---|---|
1st Level | Chaos Bolt, Chromatic Orb |
3rd Level | Dragon's Breath, Spike Growth |
5th Level | Meld Into Stone, Melf's Minute Meteors |
Crystalline Burst
(Action)
At 1st level you are able to pull out the magic from within your soul in a violent burst of crystals as an action. Every creature in a 10 foot radius around you must make a Dexterity Saving Throw against your Spell Save DC. On a failed save, they take 2d10 + your CHA modifier of your chosen damage type, or half as much on a successful save. This damage increases to 3d10 at 6th level, 4d10 at 11th level and 5d10 at 18th level. You can use this ability equal to your proficiency bonus, and it replenishes on a long rest.
Protection of the Stones
(Bonus Action / Reaction)
Also at 1st level you are able to apply a level of protection to yourself or your allies. As a bonus action you can command your crystal focus to float beside you or a chosen ally, where it then can take damage in their place when targeted by an attack or spell that has a single target. After being employed in this manner, as a reaction you can activate the crystal's defense mechanism and it absorbs 1d10 damage from the incoming blow. This lasts for one minute or until you dismiss it as a bonus action, or the crystal focus is used to take damage, after which it returns to your hands. While your crystal focus is employed in this manner you are unable to cast levelled spells. The damage absorbed by this feature increases to 2d10 at 6th level, 3d10 at 11th level and 4d10 at 18th level. You can use this ability equal to your proficiency bonus, and it replenishes on a short rest.
Gemstone Rupture
(Reaction)
Starting at 6th level you are able to use your crystal focus to momentarily harness the chaotic power of the Occulation. As a reaction, when you or an ally you can see within 30 feet of you is the target of a melee weapon or spell attack, you can send out a blast of this energy to knock your target off guard. They must succeed a Dexterity Saving Throw or be knocked prone, losing their first attack action. Upon a successful save the targets are not knocked prone and take half of the damage. If the targets are privy to the multiattack feature they will be able to continue using their remaining attacks if possible. You can use this ability equal to your proficiency bonus, and it replenishes on a long rest.
Shimmering Shield
(Action)
At 14th level, you can use this wellspring of power to transform into a bastion of crystalline defense. As an action you can cause crystals to grow painlessly from your skin like dragon scales, granting you natural armour for one minute or until you dismiss it as a bonus action. While under the effect of Shimmering Shield your AC becomes 13 + your Charisma modifier, and you become resistant to your chosen damage type. You cannot benefit from other AC altering spells while Shimmering Shield is active - E.G Mage Armor. You can use Shimmering Shield once per long rest, unless you spend 5 sorcery points to use it again.
Occultation Avatar
(Action)
At 18th level, you become a powerful embodiment of the reality-altering event of the Occulation. As an action you take on a frightening visage - your eyes glow with the colour of your chosen crystal focus and you gain a halo of light reminiscent of the swirling, chaotic energies of the Occultation. For the next minute you shed bright light for 20 feet and dim light for a further 20 feet, but can choose to lessen or extinguish this light entirely without using an action. Every creature within a 60 foot radius around you that can see you must make a Charisma Saving Throw when you first use this ability or become frightened or charmed by you, which you decide when you first use this action. Targets that pass this Saving Throw become immune to this effect for the next 24 hours. While under this transformation you can use your bonus action to gain a flying speed equal to half your movement speed, which cannot be targeted by opportunity attacks. Further, you can select one target to have the very atoms of their being disrupted by your manifestation of the Occultation; as an action you can remove this target from reality momentarily, effectively putting them under the Banishment spell without using a spell slot or having to concentrate, however the target always returns to their original location or as close as they can be when the effect ends. You can have up to your Charisma modifier (Minimum of one) under this effect at any one time. You can use Occultation Avatar once per long rest, unless you spend 7 sorcery points to use it again.