Druid
Base Class: Druid

Crystalline armour and a focus on defence this tanky circle will leave you safely protected from most dangers.

Crystalline Armour

Use an action to form a mech suit using 1 charge of your wild shape manifesting for 10 minutes or you are knocked unconscious or until you use your wild shape again.

While wild shaped into this form your stats become the following (if one of your stats are not stated below they are carried into the form):

 

Player Character (Crystalline armour form)

Medium humanoid, any alignment

Armour Class 16 + Wisdom modifier (Crystaline Armour)                                                                                                                                                                                                                                     

Hit points Same as before transformation + 4 per druid level

Speed 20ft, 30ft (burrow)

STR: 20 (+5) DEX: 8 (-1) CON: 20 (+5)

Bonus Actions

Shield of glass You give a friendly creature you can touch (your level) d4 temporary health

Features

Piercing hide if you are the target of an attack then the attacker takes 1d4 piercing damage (upgrading to 2/3/4d4 at level 6/10/14 respectively)

Encrusted cover

While in your crystalline armour form you can use an action to summon 15ft of half cover in front of you one piece of cover must be within 5ft of you. This cover has 15hp with an Ac of 13 and lasts for 1 minute unless destroyed. You can do this up to your wisdom modifier before taking a long rest

Gem of Power

Choosing a crystal you gain benefits detailed below and resistance to the following type when you are in your crystalline armour form.

Your crystal attacks are now treated as magical.

When a creature makes a saving throw you use your spell save DC

Amethyst (Poison)

You gain resistance to Poison damage.

Those who are hit by your piercing hide feature or strike but do not destroy your cover features must make a Con saving throw or be Poisoned for 1 round

Aquamarine (Cold)

You gain resistance to Cold damage.

Those who are hit by your piercing hide feature or strike but do not destroy your cover features takes cold damage and has their speed reduced by 10ft until the end of their next round.

Diamond (Radiant)

You gain resistance to Radiant damage.

Those who are hit by your piercing hide feature or strike but do not destroy your cover features must make a Con saving throw or be Blinded for 1 round

Emerald (Acid)

You gain resistance to Acid damage.

Those who are hit by your piercing hide feature or strike but do not destroy your cover features takes acid damage and their AC is reduced by 1 if it hasn't been harmed by this feature already.

Moonstone (Psychic)

You gain resistance to Psychic damage.

Those who are hit by your piercing hide feature or strike but do not destroy your cover features must make a CHA saving throw or be frightened for 1 round

Onyx (Necrotic)

You gain resistance to Necrotic damage.

Those who are hit by your piercing hide feature or strike but do not destroy your cover features takes necrotic damage and if they are killed by this they are raised as a shadow on the next turn.

Quartz (Force)

You gain resistance to force damage.

Those who are hit by your piercing hide feature or strike but do not destroy your cover features must make a STR saving throw or be pushed 10ft away from the target.

Ruby (Fire)

Gain resistance to fire damage.

The damage you deal is considered magical and fire damage with piercing hide.

Creatures who are hostile to you and touch any cover you spawn with later features also take (your level)d4 fire damage when they touch the cover.

Sapphire (Thunder)

You gain resistance to Thunder damage.

Those who are hit by your piercing hide feature or strike but do not destroy your cover features must make a  Con saving throw or be stunned for 1 round

Topaz (Lightning)

You gain resistance to Lightning damage.

Those who are hit by your piercing hide feature or strike but do not destroy your cover features must make a Con saving throw or be paralyzed for 1 round

Encased Warrior

The following changes occur to the crystalline armour form (If not shown then it is not changed):

Player Character (Crystalline armour form)

Large humanoid, any alignment

Armour Class 18 + wisdom modifier (Crystaline Armour)

Bonus Actions

Pillars of glittering stone Crystals sprout from the group while in your form. Ground within 15ft of you sprouts crystals and is difficult
terrain. As a bonus action you can cause the crystals to rise up from the group, each creature of your choice within 15ft
of you makes a dex save or activates your piercing hide ability (even if you are not close to them).

Reactions

Stonetouch Give a target who is being attacked within 15 feet of you +3 to their AC

Crystal Cocoon

You touch a dying friendly creature giving them a + 5 to their AC using an action or,

When a Small or larger creature that you can see dies within 30 feet of you, you can use your reaction to cause a cocoon of precious gems around the body. These cocoons become three quarters cover. The cover vanishes after 1 minute or is destroyed (the cover has AC 17 and has 35 HP). You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all uses on a long rest.

Also while in your crystalline armour you gain resistance to bludgeoning, piercing and slashing from nonmagical attacks.

Previous Versions

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11/30/2019 11:12:56 PM
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