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Crystal Sorcery

The jewels of the earth speak to you. You may have been initiated into your powers in a crystal cave, or by listening to the heartbeat of a gemstone passed down to you by an ancestor.

Crystals contain a mixture of elemental forces, and provide the ability to sense, and manipulate, magical power itself.

Primordial Speech

You gain proficiency with Primordial, including its dialects.

Rejuvenation

You can meditate for 10 minutes to produce a soothing magical healing aura. Using this feature requires an arcane focus crystal. You can spend 1 sorcery point for up to six creatures you can see within 30 feet to regain 1d8+your Charisma modifier hit points each. At higher levels, you can spend more sorcery points, causing creatures to regain an additional 1d8 hit points per additional sorcery point, up to dice equal to half your level.

Crystal Affinity

Beginning at 6th level, when you cast a spell that deals bludgeoning, piercing, slashing or radiant damage, you can add your Charisma modifier to one damage roll of that spell.

You also gain resistance to radiant damage.

Scrying Crystal

Beginning at 14th level, you can spend 5 sorcery points to cast scrying as though you know the spell, without using a spell slot.

Power Crystal

Beginning at 18th level, you can spend 10 minutes infusing sorcery points in an arcane focus crystal, up to a number equal to your Constitution modifier (if any). As long as you are holding the crystal, you can use the points as though they were your own, and no one else can use them. The spent sorcery points can be regained normally, effectively giving you a larger maximum pool you can access. Points in one infused crystal are immediately lost if you infuse another crystal. Instead of an arcane focus crystal, you can instead choose to infuse a magic item that has the form of a gemstone or crystal.

Section 15: Copyright Notice

Sorcerous Origins Copyright 2020 by RJ Grady. Published by Tripod Machine.