Base Class: Druid
Druids who are members of the Circle of Crystals appreciate the beauty and power that can be found in nature's crystalline creations. They see beyond the monetary value of gems and crystals and focus on the magical and spiritual aspects of their power. They seek to defend the purity and sanctity of the world's caves, mountains, and other sources of crystals. Their magic is heavily protective in nature, revolving around defending certain areas and misleading foes in order to better defend their homes. They seek to fill the world with light and to protect the vulnerable aspects of nature from those that would seek to abuse it.
Anti-Bug Feature
This feature exists because Druids are bugged and I need to put a feature at 3rd level for it to work. It will not appear on your sheet, please disregard.
Circle Spells
Your link to the power of lithomancy grants you access to certain spells.
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Druid Level |
Spell |
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2nd |
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3rd |
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5th |
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7th |
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9th |
Crystal Juggernaut
2nd-Level Circle of Crystals feature
Starting when you take this circle at 2nd level, you gain a magical dowsing crystal that glows, cycling through all the colors of the rainbow. It is treated as a Tiny object, and can be used as a spellcasting focus for your Druid spells. While holding this crystal, as an action, you can expend a use of your Wild Shape to focus the magical energy within the crystal. When you do this, your crystal transforms into a powerful new form, rather than you transforming into a beast.
While in its crystalline form, you retain your game statistics, but the crystal grows and spreads across your body, covering you in a mighty suit of mineral armor. This covers any existing armor that you may be wearing, and you gain the following benefits from it.
- You gain +2 to your AC.
- At the beginning of each of your turns, you gain temporary hit points equal to your Wisdom modifier as the crystal continues to grow and repair itself around you.
- Your Unarmed Strikes can deal Piercing damage equal to 1d8 + your Strength modifier on a hit, as your fist is coated in razor-sharp, pointed crystals. These attacks are considered magical for the purposes of calculating resistance.
- You have advantage on all Constitution saving throws to maintain concentration on your spells.
If you lose the crystal, you can perform a 1-hour ceremony to create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous crystal.
Crystal Visor
2nd-Level Circle of Crystals feature
Starting when you choose this circle at 2nd level, when you activate your Crystalline Juggernaut feature, roll a d4 to determine the color that the crystal becomes as it changes into its new form. You gain a magical benefit depending on the number rolled, as determined by the "Crystal Armor Color" table.
Crystal Armor Color
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Number Rolled |
Color |
Benefit |
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1 |
Red |
When you first activate this effect, you are treated as being under the effects of the Detect Evil and Good spell for one minute. You are not considered to be concentrating while using this effect. |
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2 |
Orange |
You can cast Identify as an action, without expending a spell slot or material components. You can do this once, and must reactivate your armor to do so again. |
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3 |
Yellow |
When you first activate this effect, you are treated as being under the effects of the Detect Poison and Disease spell for one minute. You are not considered to be concentrating while using this effect. |
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4 |
Green |
When you first activate this effect, you are treated as being under the effects of the Detect Magic spell for one minute. You are not considered to be concentrating while using this effect. |
Starting at 10th level, the die rolled becomes a d8, and you gain the following additional options for this feature.
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Number Rolled |
Color |
Benefit |
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5 |
Blue |
When you first activate this effect, you are treated as being under the effects of the Detect Thoughts spell for one minute. You are not considered to be concentrating while using this effect. |
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6 |
Indigo |
When you first activate this effect, you are treated as being under the effects of the See Invisibility spell for one minute. You are not considered to be concentrating while using this effect. |
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7 |
Violet |
When you activate this effect, you are treated as being under the effects of the Tongues spell for the duration of your Wild Shape. |
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8 |
White |
When you activate this effect, you are treated as being the target of the Daylight spell for the duration of your Wild Shape. You can deactivate this effect as an action, and reactivate it as an action while your armor is this color. |
Prismatic Refraction
6th-Level Circle of Crystals feature
Starting at 6th level, when you would be the target of an energy-based attack, you can summon a shield of highly refractive crystals in order to both defend and redirect the blow. If you would take damage from an effect that deals fire, cold, lightning, force, radiant, or necrotic damage, as a reaction, you can reduce the damage you would take from that effect by half. Then, you can choose one creature within 30 feet. That creature must make a Dexterity saving throw or take damage equal to the amount of damage you took as you refract the energy towards them with precision. You can do this a number of times equal to your Wisdom modifier, and regain all expended uses upon taking a long rest.
In addition, if you would make an Unarmed Strike against a target while in your Crystalline Juggernaut form, you can make two attacks as part of the same action.
Instant Crystallization
10th-Level Circle of Crystals feature
Starting at 10th-level, you gain the ability to force yourself or another creature to become encased in protective crystal. As an action, choose one creature within 30 feet of you. Until the beginning of your next turn, that target is fully encased in crystal. While encased in crystal, the target cannot take actions, bonus actions, or reactions, cannot move, and has immunity to all forms of damage except psychic. If you attempt to inflict this effect on a creature other than yourself, that target makes a Constitution saving throw against your Spell Save DC to resist the effect. A creature can choose to purposefully fail the saving throw if they do not want to resist the effect. You can do this a number of times equal to your Wisdom modifier, and regain all expended uses upon taking a long rest.
In addition, starting at 10th level, when you activate your Crystalline Juggernaut feature, you gain temporary hit points at the beginning of each of your turns equal to double your Wisdom modifier, rather than just equal to your Wisdom modifier.
Perfected Lithomancy
14th-level Circle of Crystals feature
Starting at 14th level, you have reached the pinnacle of lithomancy. When you would activate your Crystal Visor feature, you can choose which of the colors that your armor becomes. While your Crystalline Juggernaut feature is active, instead of gaining temporary HP equal to double your Wisdom modifier, instead you gain temporary HP equal to triple your Wisdom modifier. If you would make an Unarmed Strike while your Crystalline Juggernaut feature is active, you can take 3 attacks as part of the same action, instead of two.
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