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Exo-Driver

G-Dragon

A G-Dragon Exo-Driver has had their avatar permeated with draconic energy, forever changing its composition. Exclusively created by Gem Dragons, referred to as Aura Maisters by these Exo-Drivers, these Exo-Driver's create mental energy constructs of draconic weapons to use as their own. While most Exo-Driver powers are considered engineered through mental might, the powers of G-Dragon Exo-Drivers are the most arcane and inexplicable.

Aura Maister Elemental Affinity Exo-Suit Appearance
AmethystForceCharacterized by a violet aura, your Exo-Suit features floating gemlike structures that orbit you that are concentrated on your neck, shoulders, and upper back.
CrystalRadiantCharacterized by an alabaster aura, your Exo-Suit features a single prominent horn on the helm and twin tails.
EmeraldPsychicCharacterized by a verdant aura, your Exo-Suit features twin horns on the helm as well as spikes on the elbows and knees.
SapphireThunderCharacterized by an azure aura, your Exo-Suit features a frill of spikes on your helm and starlike shimmers throughout your suit.
TopazNecroticCharacterized by an amber aura, your Exo-Suit features twin frills on either side of your helm and a line of floating spines that descend down your spine.
Aura Maister Feature
AmethystYou can cast the spells Blink and Dispel Magic once per long rest each without expending a spell slot.
CrystalYou can cast the spells Greater Restoration and Hypnotic Pattern once per long rest each without expending a spell slot.
EmeraldYou can cast the spells Major Image and Mislead once per long rest each without expending a spell slot.
SapphireYou can cast the spells Hold Monster and Meld Into Stone once per long rest each without expending a spell slot.
TopazYou can cast the spells Antilife Shell and Bane once per long rest each without expending a spell slot.
Auxiliary Function Effect
Breathe Weapon (30 ft Cone, once per long rest)Amethyst- The avatar head expels a breath infused with gravitational power. Each creature must make a STR saving throw taking 4D8 damage and reducing their movement speed to 0 ft or half as much on a successful saving throw and not affecting their movement speed. Crystal- The avatar head expels a breath infused with radiant power. Each creature must make a CON saving throw taking 4D8 damage or half as much on a successful saving throw. You then regain 25 Durability as you absorb a portion of the energy. Emerald- The avatar head expels a breath infused with disorientating power. Each creature must make a INT saving throw taking 4D8 damage and on their next turn they have a D8 penalty to all D20 tests or half as much on a successful saving throw without the penalty. Sapphire- The avatar head expels a breath infused with debilitating power. Each creature must make a CON saving throw taking 4D8 damage and are Stunned on their next turn or half as much on a successful saving throw and are not Stunned. Topaz- The avatar head expels a breath infused with desiccating power. Each creature must make a STR saving throw taking 4D8 damage and is weakened or half as much on a successful saving throw and is not weakened. A weakened creature has disadvantage on all STR based D20 tests for one minute or until they succeed the saving throw.
Legendary Attack (Twice per long rest)Amethyst- The avatar head imitates the Explosive Crystal attack, launching an Amethyst composed of elemental energy that at a point you can see within 60 ft of you. Each creature within 20 ft must make a DEX saving throw or take 2D8 damage and be knocked Prone or take half as much on a successful save and not being knocked Prone. Crystal- The avatar head imitates the Starlight Strike attack, releasing a searing beam of energy in a 60 ft line that Forces each creature to make a DEX saving throw, taking 3D6 damage and being Blinded until the end of their next turn or taking half as much on a successful save on not being Blinded. Emerald- The avatar head imitates the Emerald Embers attack, creating a mote of green flame centered on a creature within 60 ft of you, the target must make a DEX saving throw taking 5D6 Fire damage or half as much on a successful save. Sapphire- The avatar head imitates the Telekinetic Fling attack, choosing one Medium or small object that isn’t being worn or carried that you can see within 60 ft of you, hurling it at a creature within 60 ft of the object forcing the creature to make a DEX saving throw taking 6D6 Bludgeoning damage or half as much on a successful save. Topaz- The avatar head imitates the Essential Reduction attack, targeting a creature or object that is not being worn or carried forcing the target to make a CON saving throw taking 4D8 damage and is turned to dust if reduced to zero hit points.
STR DEX CON INT WIS CHA
1 (-5)12 (+1)18 (+4)22 (+6)16 (+3)20 (+5)

Subclass Features

Lv 3

Prime Function

Your Exo-Suit is formed with an avatar now flush with energy from your Aura Maister, making it reminiscent of the Gem Dragon. Your Exo-Suit gives you Resistance to your Aura Maister’s Elemental Affinity as well as the following attributes determined by your Aura Maister.

Aura Claw

You hone and extend your avatar's hands into deadly draconic claws. Your claws give you an unarmed strike with a range of 10 ft as they hover in front of your fists dealing 1D6 damage of your Aura Maister’s Elemental Affinity.

Lv 7

Draconic Aura

Your avatar is further enhanced by your Aura Maister’s influence. Your Exo-Suit imbued with this aura protects and cushions you. You have advantage against saving throws against being Frightened and you cannot be knocked Prone.

Draconic Essence

Your Exo-Suit imitates the Psionic Spellcasting from your Aura Maister. You gain the correlating feature from your Maister. Your spellcasting ability for spells cast by this feature is INT.

Lv 15

Auxiliary Function

Your Exo-Suit’s Prime Function is expounded upon as you hone your avatar. You summon a secondary avatar in the shape of the head of your Aura Maister as an action. The head spews a powerful breath weapon composed of elemental energy or imitates a legendary action of your Aura Maister. Any saving throw is equal to 8 + your INT modifier (Minimum 1) + your Proficiency Bonus dealing damage of your Aura Master’s Elemental Affinity.

You choose from one of the following Auxiliary Functions

Limit Break: Draconic Shard

You can draw out the full power of your Exo-Suit. Once per long rest you can use an action to bolster your avatar for one minute. During this time you summon the essence of your Aura Maiser as a secondary avatar in the shape of your Maiser.

The Draconic Shard appears in an unoccupied space of your choice that you can see within 30 ft of you.

The Draconic Shard is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Draconid Shard stat block, which uses your Proficiency Bonus (PB) in several places.

In combat, the Draconic Shard shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Draconic Shard can take any action of its choice, not just Dodge.

Draconic Shard

Large Undead

Armor Class: 17 (Deflection)

Hit Points: 5 + six times your Exo-Driver level

Speed: 0 ft., fly 60 ft. (hover)

Damage Immunities: Maiser’s Elemental Affinity, Poison, Necrotic

Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Prone, Poisoned, Restrained

Senses: Darkvision 60 ft., passive Perception 13

Languages: understands the languages you speak

Proficiency Bonus: equals your bonus

Incorporeal Movement: The Draconic Shard can move through creatures and objects as if they are Difficult Terrain. If it ends its turn inside a creature or object it takes 1D10 Force damage (That cannot be reduced) and is moved to the nearest unoccupied location.

Actions

Telekinetic Rend: Spell attack using INT with a range of 10/120 ft dealing 2D8 + PB Elemental Affinity damage.

Psychic Crush (Recharge 5-6): The Shard unleashes a pulse of Psychic power. Each creature of the Shard’s choice within a 60 ft radius centered on the Shard must make an INT saving throw DC equal to your spell save DC taking 5D10 Psychic damage or half as much on a successful save. If a creature fails the save by seven or more the creature is Stunned until the end of its next turn.