Base Class: Druid
Druids of the Circle of Ore are one with the earth and the ores beneath it. They preserve the sanctity of the ground, keeping blight and disease from seeping into it, which would destroy all life that relies on it.
These druids use their connection with the earth to move and shape it to their will, forming it into deadly weapons or useful tools. Their connection with the earth also makes them hardier than most, and many even specialize in using weapons and armor in congruence with their natural magic, becoming veritable druidic warriors. Knights of the earth itself.
Druids of this circle sometimes specialize in specific types of earth, such as rock, sand, clay, mud, or soil. Some have even specialized in using crystals, gemstones, or fossils. There are many kinds of earth in the world, but the end result of this druidic practice is always the same. Whether it be caves, canyons, or just a large patch of dirt, the druids of the Circle of Ore will be there to protect it.
Optional Rule: Metal Armor
Druids of the Circle of Ore do not just protect the earth, the animals that live in it, and the plants that use it to survive. They also protect the various veins of metals that are buried deep beneath the surface. If your Dungeon Master allows it, Druids of the Circle of Ore are capable of using armor and shields made of metal.
|
DRUID LEVEL |
FEATURE |
|---|---|
| 2nd | Circle Spells, Stonelike Will, Terrakinesis |
| 6th | Extra Attack |
| 10th |
Ardor of Ore |
| 14th | Geomancy |
Circle Spells
Your connection to the ground infuses you with the ability to cast certain spells. At 2nd level, you learn the mold earth cantrip if you don't already know it. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Ore Spells table.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Ore Spells
| Druid Level | Spells |
|---|---|
| 2nd | mold earth |
| 3rd | dust devil, maximilian's earthen grasp |
| 5th | erupting earth, meld into stone |
| 7th | stone shape, stoneskin |
| 9th | transmute rock, wall of stone |
Stonelike Will
Druids of the Circle of Ore are hardier than most. At 2nd level, your hit point maximum increases by 2 and increases again by 1 whenever you gain a level in this class.
Additionally, you gain proficiency in heavy armor, all simple melee weapons, and all martial melee weapons.
Terrakinesis
When you choose this circle at 2nd level, you gain the ability to control earthen material, such as stone, sand, mud, or soil, in order to better battle your enemies. As an action, you can expend a use of your Wild Shape feature to use terrakinesis, rather than transforming into a beast form. While this feature is active, you are able to perform the following actions:
- Cobbled Barrage. As an action, you summon and launch a chunk of earth at one creature or object as a ranged spell attack with a range of 30 feet. On a hit, the target takes 1d6 force damage. Additionally, if you use this action, you can launch a second chunk of earth as a bonus action.
- Earthen Armor. As a bonus action, you cover yourself in earthen armor. You gain +1 to your armor class until the beginning of your next turn.
- Little Quake. As an action, you target a point in the ground within a range of 30 feet. In a 10-foot-radius circle centered on that point, the ground shakes, and that area becomes difficult terrain for the next minute.
- Reinforce Weapon. As a bonus action, you can coat a weapon with earth to strengthen its blows. Until the beginning of your next turn, the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and it gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
- Rock Gauntlet. As an action, you cover a part of your body with dense earth. Until the beginning of your next turn, you can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes, and they deal force damage equal to 1d8 + your Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.
You are able to use terrakinesis for 10 minutes, or until you use your Wild Shape again.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ardor of Ore
When you reach 10th level, your terrakinetic abilities are now laced with veins of metal, strengthening their defense and impact. While terrakinesis is active, you now gain the new following actions:
- Cobbled Barrage. As an action, you summon and launch a chunk of earth at one creature or object as a ranged spell attack with a range of 60 feet. On a hit, the target takes 1d8 force damage. Additionally, if you use this action, you can launch a second chunk of earth as a bonus action.
- Earthen Armor. As a bonus action, you cover yourself in earthen armor. You gain +2 to your armor class until the beginning of your next turn.
- Little Quake. As an action, you target a point in the ground within a range of 60 feet. In a 20-foot-radius circle centered on that point, the ground shakes, and that area becomes difficult terrain for the next minute.
- Reinforce Weapon. As a bonus action, you can coat a weapon with earth to strengthen its blows. Until the beginning of your next turn, the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and it gains a +2 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
- Rock Gauntlet. As an action, you cover a part of your body with dense earth. Until the beginning of your next turn, you can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes, and they deal force damage equal to 1d10 + your Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.
Geomancy
Starting at 14th level, your mastery of earth magic has become evident in your very body and soul. When you make the Attack action on your turn, you can use a bonus action to make a single attack using Cobbled Barrage, even when terrakinesis is not active.
Also, you gain immunity to the petrified condition, and you have advantage on saving throws against being knocked prone.
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