Yunru
2020-05-04, 10:43 AM
Royalty Crystal:
Starting when you choose this origin at 1st level, you can manifest a crystalline representation of your magic as a bonus action. You can cast spells through this crystal, causing it to glow with an inner light that sheds bright light for 10 feet, and dim light for an additional 10 feet. The glow, and the light shed, increases by 10 feet for each slot level used. You can dismiss the crystal with a bonus action.
You can forgo costly material components up to 500 gp in value when using your crystal, although the crystal becomes more ethereal when used in place of costly components that are consumed, reducing the value it can replace by the same amount. When the crystal becomes entirely ethereal (reaches 0 gp), you can’t manifest it again until you complete a long rest.
Beginnings of Power:
Starting at 1st level, when you cast a sorcerer spell through your royalty crystal, you can choose one of the following effects:
• You regain Sorcery Points equal to half the spell’s level.
• You add half your proficiency modifier to the attack roll and saving throw DCs of the spell.
Potentia Rex:
Starting at 6th level, when you cast a sorcerer spell through your royalty crystal, the spell is one level higher than the slot used to cast it.
Crystal Break:
At 14th level, you can partially shatter your crystal in order to protect yourself. When you are hit by a ranged or melee attack that you can see, you can use your reaction to deal 5d10 force damage in a 15 foot cone in the direction of the attack. Creatures in the cone can make a Dexterity saving throw against your Spell DC, taking half as much damage on a success. The attack’s damage is reduced by the amount rolled. This causes your crystal to become 20% more ethereal (100 gp).
Bow Before Royalty:
Beginning at 18th level, once per day, you can choose to unleash the full power of your crystal when you cast a sorcerer spell with it. If you do, double the casting time of the spell and choose one of the following:
• Triple the range of the spell, and any ranges listed in its effect.
• Triple the damage dealt by the spell.
• Targets of the spell make any saves at disadvantage. Additionally, for the first save against the spell, each creature must roll an additional die and take the lowest result.
Starting when you choose this origin at 1st level, you can manifest a crystalline representation of your magic as a bonus action. You can cast spells through this crystal, causing it to glow with an inner light that sheds bright light for 10 feet, and dim light for an additional 10 feet. The glow, and the light shed, increases by 10 feet for each slot level used. You can dismiss the crystal with a bonus action.
You can forgo costly material components up to 500 gp in value when using your crystal, although the crystal becomes more ethereal when used in place of costly components that are consumed, reducing the value it can replace by the same amount. When the crystal becomes entirely ethereal (reaches 0 gp), you can’t manifest it again until you complete a long rest.
Beginnings of Power:
Starting at 1st level, when you cast a sorcerer spell through your royalty crystal, you can choose one of the following effects:
• You regain Sorcery Points equal to half the spell’s level.
• You add half your proficiency modifier to the attack roll and saving throw DCs of the spell.
Potentia Rex:
Starting at 6th level, when you cast a sorcerer spell through your royalty crystal, the spell is one level higher than the slot used to cast it.
Crystal Break:
At 14th level, you can partially shatter your crystal in order to protect yourself. When you are hit by a ranged or melee attack that you can see, you can use your reaction to deal 5d10 force damage in a 15 foot cone in the direction of the attack. Creatures in the cone can make a Dexterity saving throw against your Spell DC, taking half as much damage on a success. The attack’s damage is reduced by the amount rolled. This causes your crystal to become 20% more ethereal (100 gp).
Bow Before Royalty:
Beginning at 18th level, once per day, you can choose to unleash the full power of your crystal when you cast a sorcerer spell with it. If you do, double the casting time of the spell and choose one of the following:
• Triple the range of the spell, and any ranges listed in its effect.
• Triple the damage dealt by the spell.
• Targets of the spell make any saves at disadvantage. Additionally, for the first save against the spell, each creature must roll an additional die and take the lowest result.