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Druid Subclass: Circle of the Crystal

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
Crystal Spells:
  • At druid 3rd level you gain access to the spell Shatter.
  • At druid 11th level you gain access to the spell Flesh to Stone.
  • At druid 17th level you gain access to the spell Meteor Storm.
class features:
Slingshot: Starting at 2nd level, you have advantage when throwing weapons, objects or creatures if their size is smaller than your own.   Summon Shard Elemental: Starting at 2nd level, you are able to weave earthen magic to bind a Minor Shard Elemental to yourself. They will do your bidding and act in defense of you. If the Shard Elemental reaches zero hit-points, it retreats to the elemental plane and cannot be summoned again until you have completed a long rest. You may dismiss and summon your Shard Elemental at will outside of combat. See Shard Elemental Table for statistics.   Guardian of the Earth: Starting at 6th level, you may choose a friendly target other than yourself, turning their skin to a crystal exoskeleton. While under this effect, their AC is increased by 3 (4 at 10th level, 5 at 14th level). If they are hit by a damage attack, you are healed for half of the received damage (rounded down). This effect lasts until the end of the targets next turn or until they receive damage (whichever happens first). You may use this ability a number of times equal to your druid level, divided by 4, rounded down.   Major Shard Elemental: At 6th level, your Shard Elemental grows in power, becoming a Major Shard Elemental (see Shard Elemental Table).   Earthen Protector: Starting at 10th level, your Wild Shape is infused with the power of Mio, god of minerals, increasing its base AC by 2. When you shift into Earthen Protector Wild Shape, you may declare its crystal element type, causing the damage from the form that would by physical damage to instead be that type of elemental magic. Furthermore, you may cast the spell Message when in Wild Shape.   Greater Shard Elemental: At 10th level, your Shard Elemental grows in power, becoming a Greater Shard Elemental (see Shard Elemental Table).   Supreme Shard Elemental: Starting at 14th level, your Shard Elemental grows in power, becoming a Supreme Shard Elemental (see Shard Elemental Table). Furthermore, once per long rest, you may merge with your Supreme Shard Elemental. While merged, you have access to all of your spells as well as the Shard Elemental abilities. You retain all of your ability scores, but take the AC and Hit-points of your Shard Elemental. Once your hip-points reach zero, you return to your normal form and you may not summon your Shard Elemental again until you have completed a long rest.
subclass options:
Minor Shard Elemental: Size: Mediuim Speed: 20 Ft AC: 11 HP: 25 Str: 15 (+2) | Dex: 9 (-1) | Con: 14 (+2) | Wis: 4 (-3) | Int: 6 (-2) | Cha 3 (-4) Skills: Stealth (-2) Damage Immunity: Poison; Psychic Condition Immunity: Poisoned; Paralyzed   Smash: +2 to hit; reach 5ft; one target; 1d10 bludgeoning damage
Stone Camouflage: +3 advantage on stealth checks in rocky environment.     Major Shard Elemental Size: Medium Speed: 20 Ft. AC: 12 HP: 36 Str: 17 (+3) | Dex: 9 (-1) | Con: 15 (+2) | Wis: 6 (-2) | Int: 9 (-1) | Cha: 3 (-4) Damage Immunity: Poison; Psychic Condition Immunity: Poisoned; Paralyzed   Smash: +3 to hit; reach 5 Ft; one target; 1d12 bludgeoning damage   Stone Camouflage: +3 to stealth checks in rocky terrain.   Throw Stone: +3 to hit; range 30 Ft; one target; 1d8 damage     Greater Shard Elemental Size: Large Speed: 25 Ft AC: 16 HP: 48 Str: 20 (+5) | Dex: 6 (-2) | Con: 18 (+4) | Wis: 9 (-1) | Int: 11 (+0) | Cha: 3 (-4) Damage Immunity: Poison; Psychic Condition Immunity: Poisoned; Paralyzed Damage Vulnerability: Thunder Damage Resistance: Bludgeoning   Smash: +4 to Hit; Reach 5 Ft; one target; 2d8 Bludgeoning Damage   Throw Boulder: Range 30 Ft; One Target; 1d12 Bludgeoning Damage
Siege Monster: The Elemental deals double damage to objects and structures.  
Supreme Shard Elemental
Size: Large
Speed: 25 Ft
AC: 17
HP: 60
Str: 20 (+5) | Dex 6 (-2) | Con 20 (+5) | Wis: 11 (+0) | Int: 13 (+1) | Cha: 3 (-4)
Damage Immunity: Poison; Psychic
Condition Immunity: Poisoned; Paralyzed
Damage Resistance: Bludgeoning, Slashing from non-magical attacks
Damage Vulnerability: Thunder
Sense: Darkvision 60 Ft, Perception: +3
Smash: +5 to hit; reach 5 Ft; one target; 2d10 bludgeoning damage
Stone Camouflage: +3 to stealth checks in rocky environment
Throw Boulder: Range 30 Ft; One Target; 2d8 Bludgeoning Damage
Charge: The Shard Elemental Charges a target. The target must make a dexterity saving throw (DC=14). On failure, they take 2d10 bludgeoning damage and are knocked prone. This ability is usable twice per short rest.

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