Druid
Base Class: Druid

Having meditated in the deep earths of the world, Elemental Plane of Earth, or simply around crystal growths, you have learned to tap into their natural abilities.  By joining the Circle of Crystals, you have learned to magically create a suit of crystalline armor.  This suit functions identically to scale mail with the exception that it does not impede any of your spellcasting ability, does not impose disadvantage to stealth checks, and allows you to channel your Wild Shape magic through it to produce various effects.   In addition, you are able to use crystals as a spellcasting focus.

CRYSTALLINE ARMOR

Crystalline armor is a rare type of medium armor made by the druids of the Circle of Crystals. It often consists of an undercoat and leggings with many small crystal shards grown over each other in layers.
Cost: 75 gp
AC: 14 + Dexterity modifier
Weight: 45 lb.

Restriction: Circle of Crystals Only

Only druids of the Circle of Crystals can wear their Crystalline Armor.  The druids of this Circle have the unique ability to grow and sustain their armor.

Your DM can lift this restriction to better suit the campaign.  The restriction exists for Istoria.  It might not apply to your DM's setting or your DM's version of Istoria.

Gauntlet Weapon

At 2nd level, you gain the ability to channel magic directly into your armor.  As a bonus action, you can expend a use of your Wild Shape feature to grow a gauntlet into a fist weapon, rather than transforming into a beast.  While this feature is active, you gain the following benefits:

  • Your unarmed strikes deal 1d6 + your Wisdom modifier of bludgeoning, piercing, or slashing damage depending on the fist weapon created (your choice)
  • You may change the damage type of your Gauntlet Weapon using your bonus action on subsequent turns.
  • You may attack with your Gauntlet Weapon as a bonus action as long as it is active.
  • Your fist weapon can also be used as your spellcasting focus.

As part of this use of Wild Shape, you may make one attack with your Gauntlet Weapon.  These benefits last for 1 hour or until you use your Wild Shape again.

Glowing Pulse

At 2nd level, you gain the ability to produce a pulse of glowing magic through your crystalline armor.  As an action, you can heal up to 6 creatures that are within 30 feet around you.  Alternatively, you can cause the pulse to harmfully surge outward instead, forcing creatures of your choice within 10 feet of you to make a Constitution saving throw or take radiant damage and be blinded until the start of its next turn. The healing or damage equals 2d4 + your Wisdom modifier.  These dice increase to 2d6 at 6th level, 2d8 at 10th level, and 2d10 at 14th level.

At 10th level, you learn to channel your healing crystal energies to remove various diseases and afflictions from individuals.  When you use your Glowing Pulse feature, you may choose to cleanse any targeted creature of one disease or one of the following conditions instead of healing hit points: blinded, deafened, paralyzed, or poisoned.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Magical Crystals

Starting at 6th level, your gauntlet weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Glimmer

Starting at 10th level, you learn to channel the energies of the very elements themselves through your Crystalline Armor.  When you use your Wild Shape feature on your Crystalline Armor, you may choose to align the armor with an elemental damage type: acid, cold, fire, lightning or thunder.  Your Gauntlet Weapon gains 2d6 of that damage type and you gain resistance to that damage type for the next 10 minutes.

Chrys-talis

At 14th level, when you are reduced to 0 hit points and are not killed outright, you can choose to become encased in your armor. You are unconscious though immediately stabilized and you gain temporary hit points equal to 10 times your druid level.  This encasement lasts for one hour, until you lose all temporary hit points, or until you dismiss it as an action.  Once you use this ability, you can’t use it again until you finish a long rest.

Previous Versions

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