Base Class: Druid
The Circle of the Earth is a druidic circle that focuses on the deep connection between druids and the fundamental forces of nature. These druids draw their power from the very essence of the earth itself, channeling its strength and stability to protect the natural world. They are the guardians of the land, attuned to its rhythms and capable of shaping the terrain to their advantage. With their affinity for earth magic, they can manipulate the elements, summon creatures of the earth, and heal the wounds inflicted upon the land.
Elemental Spell List
Your Druidic Circle entreats you to an expanded list of spells.
|
Druid Level |
Spell |
|
2 |
Acid Splash, Ray of frost |
|
4 |
Burning hands, Absorb elements |
|
6 |
Moonbeam, Dust Devil |
|
10 |
Lightning Bolt, Fireball |
|
12 |
Cloudkill, Fire Shield |
Elemental Shape
As an action, you can expend two uses of wild shape to turn into an elemental knight. In this form, you gain immunity to the damage type associated with your knight (choose when you wild shape). This effect lasts for 1 hour, or until you dismiss it as an action. Upon dismissal, you gain one level of exhaustion. In elemental shape, you have the following benefits:
- Max HP is 5d8 + your Druid level
- Walking speed of 40 feet
- If you are a wind knight, you gain a flying speed of 30 feet as well
Earthen Sight
You gain Darkvision out to a distance of 200 feet. Additionally, you gain immunity to the blindness condition.
Improved Wild Shape
At 10th level, you gain the ability to transform into a knight for 3 hours, instead of one. Additionally, you regain all expended uses of wild shape when you finish a short rest.
Weather Druid
By 14th level, your connection with the earth is so great, you can know control the weather. As an action, you can change the weather based on a d6 roll you make:
|
D6 |
Outcome |
|
1 |
Sunshine |
|
2 |
Rain |
|
3 |
Thunder |
|
4 |
Hail |
|
5 |
Acid Rain |
|
6 |
Tornado |
You my only use this feature once per long rest. The weather lasts for 1 hour. Consult the guides below for the effects of each weather:
Sunshine: If you are outside, and it was dark and raining, you no longer need Darkvision to see.
Rain: Water falls from the sky. You are resistant to fire damage for the duration, as long as you are not undercover.
Thunder: Thunder Booms and lightning claps. You gain vulnerability to lightning damage while you are wearing medium or heavy armour. At the start of each turn, every exposed player must make a dexterity saving throw (DC your spellcasting DC), or take 1d8 Lightning damage, and 1d8 Thunder damage. Water Genasi has disadvantage on this roll.
Acid Rain: Water pours from the sky. Rejoice! Wait, it’s not water… At the start of each turn, all exposed players must take 1d6 acid damage, for the duration. Additionally, if you were granted cover from a ceiling or roof, you now have three-quarter cover. If you had three-quarter cover, you now have half-cover. If you had half cover, bad luck, you now have no cover.
Tornado: The most extreme force of them all. At the start of each turn, each player must make a strength saving throw and a dexterity saving throw, or take 1d12 bludgeoning damage, and 5d12 force damage. Objects are also subject to this effect. Unlike the other weather events, the tornado’s duration is only 1 minute.
Additionally, you gain the spell earthquake.
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