Crystal Mother (5e Subclass)
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Crystal Mother[edit]
A crystal sits at the bottom of a labotomous cave, it calls out to all but only you hear it correctly. Your innate magic comes from the powers of magical beasts such as golems, crystal dragons, and carbunkles. Perhaps one of your ancestors was a cave monster or a goddess of crystals. Regardless this magical power allows you to tap into the emotions and abilities magical crystal creatures have.
d6 Cosmic Gift
1 The ground feels very, very comfortable to you, like a bed :)
2 Your teeth shine like crystals, whether you clean them or not.
3 You love, love, love shiny rocks and they seem to love you too.
4 On your body, you have kaleidoscope-like markings across your skin/scales.
5 You can sniff out an earthquake or a mudslide like it's bad fish.
6 You sometimes thrum with power and emanate harmless waves of energy.
- Crystal Mother Bonus Spells
Sorcerer Level | Spells |
---|---|
1st | ceremony, cure wounds |
3rd | pass without trace, moonbeam |
5th | mass healing word, meld into stone |
7th | shadow of moil, stone shape |
9th | contagion, mass cure wounds |
These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Crystal Companion[edit]
Starting when you choose this origin, you can call upon the crystal creature whose spirit is bound to you. As an action, you can expend 1 of your Sorcery Points to summon your crystal companion. The companion appears in an unoccupied space of your choice within 30 feet of you.
The crystal companion is friendly to you and your companions, and it obeys your commands. You can understand your companion's emotions but cannot understand its speech. See this creature’s game statistics in the Crystal Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, your companion may evoke the ilk of powerful crystal elemental, or it might be more inclined for defense, appearing as an armored golem or a rock devil. These choices have no effect on the companion’s game statistics.
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you use this feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.
Crystal Companion
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Small Beast, Neutral
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your sorcerer level (the companion has a number of Hit Dice [d10s] equal to your sorcerer level)
Speed: 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 17 (+3) 6 (−2) 12 (+1) 8 (−1)
Saving Throws: Dex +2 plus PB, Con +3 plus PB
Senses: darkvision 60 ft., passive Perception 11
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Abilities
Pack Tactics. The Crystal Companion has advantage on attack rolls against a creature if at least one of the crystal companion's allies is within 5 feet of the creature and the ally isn't incapacitated.
Crysal Conduit. When you cast a spell with a range other than self, the spell can originate from you or your crystal companion.
Reflection. When a spell boosts your abilities it also applies to your Crystal Companion.
Actions
Strike. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d8 + PB bludgeoning, piercing, or slashing damage (your choice).
Crystal Shot. Ranged Spell Attack: +2 plus PB to hit, range 150ft/600ft, one target. Hit: 1d8 + PB radiant or necrotic damage (your choice).
Reactions
Protector. When a creature the companion can see hits a target with an attack, and the target is within 30ft feet of the companion, the champion can expend its reaction to cast Protect. (An invisible barrier of magical force appears and protects the target. Until the start of your companion's next turn, the target has a +2 bonus to AC, including against the triggering attack. The bonus lasts until the Crystal Champion's next turn)
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Crystal Resilience[edit]
As magic flows through your body, the rocky exterior on your companion shows through you. With this new power parts of your skin are covered by a thin sheen of crystals. At 1st level, when you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Refracted Connection[edit]
Starting at 6th level, your magic shapes itself around your crystal companion, doing its best to evade them and crush your enemies. If the crystal companion is affected by a spell you cast that allows creatures to make a saving throw against its effects, the crystal companion has advantage on its saving throw. If the crystal companion would normally take half damage on a successful save against this spell, the companion instead takes no damage on a successful save and half damage with no additional effects on a failed save.
Rock Slide[edit]
Starting at 6th level, the ground bends to your will as your connection with the Earth Mother and her domain gains power. When you are on the ground your movement speed increases by 15ft. As a bonus action, you can increase this bonus by 15ft per sorcery point expended, every sorcery point above the first costs 2 points. This bonus lasts until your next turn.
Earth Mother's Blessing[edit]
Starting at 14t level, you have learned to fully harness the crystal legacy of your companion. Summoning your companion now costs a bonus action. When you take the bonus action you use to summon your companion, you can expend a spell slot of any level to heighten your crystal compranion’s might, granting it the following benefits:
Hulking Behemoth. The companion becomes Huge and gains temporary hit points equal to 10 times the level of the spell slot expended. If there isn’t enough room for the companion to become Huge, it attains the maximum possible size in the space available.
Boulder. On a hit, the companion’s Strike or Crystal Shot deals additional damage equal to 1d8 plus the level of the spell slot expended.
Shifting Stride. The companion’s walking speed increases by a number of feet equal to 5 times the level of the spell slot expended.
Stone's Endurance. When your companion is reduced to 0 hit points it is not killed outright, it can drop to 1 hit point instead. Your companion can’t use this feature again until it finishes a long rest or if you expend 5 sorcery points.
These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again.
Crystal Cyclone[edit]
Starting at 18th level, you can unleash the crystal power that dwells within you.
As a bonus action, you magically wreathe yourself in swirling crystal and stone, as your eyes glow like kaleidoscopes. For 1 hour, you gain the following benefits:
Your Crystal Companion gains resistance to all damage except psychic damage.
As a reaction, you can expend 2 sorcery points to cast Shield on one of your allies within 15ft.
You can launch the rocks and crystals swirling around you when you cast your spells. Once per turn when you cast a spell you can increase the damage by 1d12 force + 1d12 radiant or necrotic damage.
Once you use this feature, you can’t use it again until you finish a long rest or if you expend 5 sorcery points.
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