Base Class: Ranger
With more and more tricks up their sleeve as they progress, Crystalline Warriors are rare to see and yet a sight to behold on the battlefield. Little is known about the crystal's properties and how it will effect individuals in the long term. The only thing for certain is there is an untapped power ready to be released.
Whether they accepted the crystals or they were infected by them, adventurers that follow this path start to realize how effective they can be in a difficult situation. By harnessing the crystal's properties, these ranger's can be much more self reliant or choose to support their friends in times of need. Though they are not indestructible, a Crystalline Warrior at the height of their power is frustratingly difficult to get rid of.
Permeating Hit
As part of your first attack on your turn against a creature you can add a Crystal embedded burst to your hit. On a hit, crystals spread across the creature's body restricting them slightly. Their movement reduces by 20ft until the start of your next turn, and they take an additional 1d6 + your wisdom modifier of force damage. You can use this ability up to your wisdom modifier (minimum of 1) times and regain it on a short rest.
Shining armour
Crystal shards start to form across your armor. You gain an additional +2 to your AC.
Crystal Cocoon
As an action you can encase yourself or a willing creature within 30ft of you in a Pillar of Crystal. The pillar is 5ft wide and reaches up to 10ft tall. Whilst in the pillar yourself or the creature of your choosing are unable to take actions, bonus actions, reactions or even the use your movement. You are both completely aware of your surroundings but cannot move your eye line from the direction you had encased yourself or the creature towards. The pillar has an 18 AC and has a health pool equaling 5 times your Ranger level. The pillar is resistant to all damage bar thunder and bludgeoning damage which it has vulnerability to. Whilst within the pillar you cannot be harmed/affected by attacks or spells (spells already cast on you before the pillar is raised still take effect) and at the start of your turn whoever is in the pillar regains 2d6 hit points.
The Pillar lasts for 30 seconds, until you spend your bonus action collapsing it, the pillar's hit pool is reduced to 0 or if you drop unconscious. If the pillar's health pool is reduced to 0 whilst you are still inside, you take any spill over damage from their damage on the pillar. You regain this ability on a long rest.
Precious Powder
Once per long rest you can create a number of powder pouches made from grinded down crystals equal to your proficiency bonus. However, you can’t create the same type of powder more than twice during this process. If these powder pouches are not used before a long rest, they lose all magical properties and become regular dust pouches. The powder pouch varieties include:
- Protective Powder: You can apply this to a willing creature as an action. After the powder is applied, the creature cannot be critted against until the creature has a long rest, and in addition the creature gains a number of temporary hit points equal to 2 times the ranger’s level.
- Displacement Powder: As an action you can make a ranged attack with your proficiency modifier added against a creature within 20ft of you. On a hit, the creature must succeed on a wisdom saving throw against you spell DC or be transported somewhere according to the table below:
| Percentage Roll | Outcome |
| 1 – 10 | They are teleported 10ft in a straight line in any direction of the GMs choosing. |
| 11 – 20 | They are teleported 30ft in a straight line in any direction of the GMs choosing. |
| 21 – 30 | They are teleported 60ft in a straight line in any direction of the GMs choosing. |
| 31 – 40 | They are teleported 100ft in a straight line in any direction of the GMs choosing. |
| 41 – 50 | They are teleported 300ft in a straight line in any direction of the GMs choosing. |
| 51 – 60 | They are teleported 600ft in a straight line in any direction of the GMs choosing. |
| 61 - 70 | They are teleported to another plane of the GMs choosing for 6 seconds. |
| 71 – 80 | They are teleported to another plane of the GMs choosing for 1 minute. |
| 81 – 90 | They are teleported to another plane of the GMs choosing for 1 hour. |
| 91 – 99 | The creature will roll on this table again in a week’s time. |
| 100 | The creature vanishes never to be seen again. |
- Enhancement Powder: As a bonus action you can breathe this powder in and gain advantage to all skill checks for 5 minutes.
- Constructive Powder: As an action you can spread this powder along the floor. In a 15ft long by 5ft wide line a crystal wall will emerge standing at 10ft tall. The wall has an 18 AC and has a health pool equaling 5 times your Ranger level. The wall is resistant to all damage bar thunder and bludgeoning damage which it has vulnerability to. The wall lasts for 24 hours or until the wall's hit pool is reduced to 0.
- Sealing Powder: As an action you can apply this powder on the gaps between objects. Strong crystal shards form in these gaps holding these the objects together. To break the seal someone must succeed on a DC21 Strength check. This pouch has 3 uses of sealing in it. For example, if applied to the gap between a door and a door frame it would use one use of sealing powder to seal that door shut.
Integrated Integrity
When pushed to your limits, your body responds accordingly to defend you with further crystalline defenses. As a bonus action when your hit points are below half of your hit point maximum, you can enter a crystalline form which offers you the following benefits for a minute once per short rest:
- You gain a +1 to your AC.
- You have advantage against Strength, Dexterity, and Constitution saving throws.
- When using your full walking movement speed in a straight line you can slide an additional 15ft as long as the ground isn’t considered difficult terrain.
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