Base Class: Druid
Age old monuments crafted in forgotten times, modern cities of impressive height and industry, the very material earth is named after. All of these attest to a simple truth: there is power in stone, in earth, in minerals, and even in the manmade materials that deviate from these basic and fundamental elements.
Some druids of the circle of geomancy are extremely traditional, raising stone henges in places of great power and acting as the protectors of mountains or vast swathes of earth. Others, however, live in incredibly advanced cities, coexisting with industry and modernity, as what is the cement, bricks and stones that big settlements are made of, if not extensions of the natural world?
Whatever the case may be, these druids are especially adept at manipulating the terrain that surrounds them into both a hindrance to their foes and an asset to their allies; but never seizing to listen to the minerals and soil they draw their power from.
Circle Spells
When you choose this circle at 2nd level, your mystical connection to the sea infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the minerals you command and represent.
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.
Note: Some of the spells don’t fit in flavour (for example, Black Tentacles), but what they do mechanically does. Simply reflavor the spells, snakes of stone instead of squirmy tentacles, for example.
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9th |
Child of the Minerals
Beginning when you choose this circle at 2nd level, you gain the resilience of the elements you command. At the end of a short or long rest, you gain temporary hit points equal to your druid level.
Additionally, you learn the Mold Earth cantrip if you don’t know it already.
Geomancer's Warp
Also at 2nd level, as an action, you can expend a use of your Wild Shape feature to warp terrain around you (choose from the effects below). All of these options have you choose a surface, such as a floor or a wall. In all of these cases, the surface must be made stone, earth, gems, diamonds, or manmade alterations of such elements, such as bricks or cobblestone.
- Dividing Raise: You manipulate and cause parts of a floor to rise as walls. Up to three low walls raise from the floor, each 2 and a half feet tall, 5 feet wide, and 1 foot deep, made out of the same material as the floor. Such a wall can provide half cover for a Medium creature, and lasts for 1 minute.
- Floor Shift: You manipulate and shift a floor. Each creature of your choice standing in that floor within 60 feet of you must succeed on a Dexterity saving throw or fall prone and take bludgeoning damage equal to your druid level. Additionally, you may have that floor become difficult terrain for 1 minute. You aren’t affected by this difficult terrain.
- Shortcut: You cast the Passwall spell without expending a spell slot. When you cast the spell in this way, you must choose a surface made out of the materials described above, regardless of what the spell says.
- Wall Shift: Choose a wall within 30 feet of you that has no corners and is at most 1 foot thick. You move the wall out of its original space into an unoccupied space you can see within 30 feet of its previous position. Moving a wall this way magically creates no instability on structures, and after 1 minute, it reverts to its original position.
Whispers of the Walls
At 6th level, the walls speak to you in a quiet tremor. You can use your action to touch a wall made out of stone, earth, gems, diamonds, or manmade alterations of such elements, such as bricks or cobblestone. You learn how many creatures of up to a challenge rating or level equal to your level are in the structure, if the wall you touched is that of a building or similar constructed object. If it isn’t, you instead learn how many creatures have passed through within 30 feet of that wall.
Geomancy Gates
Starting at 10th level, you can use the terrain around you to avoid danger. After a creature hits you with an attack, you may use your reaction to teleport to an unoccupied space you can see within 30 feet of you. You may only use this feature if you and the spot you are teleporting to are within 10 feet of a surface made out of stone, earth, gems, diamonds, or manmade alterations of such elements, such as bricks or cobblestone. Teleporting this way causes the attack to miss, unless it’s a critical hit, in which case it still hits but it counts as a normal hit.
You can also use this feature as a bonus action on your turn, and you can use this feature a number of times equal to your proficiency bonus, gaining all expended uses when you finish a long rest.
Density Twist
By the time you’ve reached 14th level, you command total mastery of the elements you draw your powers from. You can use an action to expend two uses of your Wild Shape feature and activate any and all effects of your Geomancer’s Warp at once.
Additionally, when you use your Geomancer’s Warp feature, you can enhance the density of a surface within 60 feet of you so much that gravity warps to adapt to it, as long as that surface is made out of stone, earth, gems, diamonds, or manmade alterations of such elements, such as bricks or cobblestone. When you do, for the next minute, creatures and objects within 60 feet of that surface fall towards it as if it were the ground, and a creature can walk on this surface as if it were the ground. At the end of this duration, all creatures and objects fall from the chosen surface.
Previous Versions
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