Base Class: Druid
Druids of the Circle of the Mantle venerate natural forces that are rarely seen--those that lie in the heart of the world, deep beneath the earth's crust where the stone glows red-hot and flows like water. Where these forces rise to meet the air, whether at the heart of a great volcanic caldera or flowing in a searing stream beneath an underground metropolis, is where these druids are most at home.
Signature of Magma
When you choose this circle at 2nd level, you learn the scorching ray spell and can cast it once per long rest without expending a spell slot. It counts as a druid spell for you.
Igneous Form
A number of times equal to your proficiency bonus per long rest, you can choose to take on a fiery form as part of your Wild Shape. When you do, the animal form you choose appears to be made of flowing lava encrusted by igneous rock. While in this form, you gain the following benefits:
- Any creature that touches you or hits you with a melee attack while within 5 feet of you takes 3 (1d6) fire damage.
- You gain resistance to fire damage.
Circle Spells
Your mystical connection to the land 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 magma beneath the world's crust.
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.
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Searing Spells
A number of times equal to your proficiency bonus per long rest, when you cast a spell that deals fire damage, you can add your druid level to the fire damage rolled.
Pyroclastic Surge
When you reach 10th level, you've shaped your magic to channel eruptive energy when you Wild Shape. Once per long rest, when you use your action to Wild Shape, you can also unleash a cloud of smoke and searing embers. Any creature within a 20-foot radius of you when you Wild Shape must make a Dexterity saving throw with a DC equal to your spell save DC. On a failed save, a creature takes 27 (6d8) fire damage and is blinded until the start of your next turn on a failed save.
Eruptive Chasm
Once per long rest, you can create a fiery chasm that is 10 feet deep to engulf enemies along a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw with a DC equal to your spell save DC or fall in. A creature that falls in takes fire damage equal to 2d6 + your Wisdom modifier at the start of each of their turns and is restrained. At the end of each of their turns, a creature restrained by the chasm can make a Strength saving throw with a DC equal to your spell save DC. On a success, the creature can spend all of their movement to climb out of the chasm. The ground within 5 feet of any part of the chasm is difficult terrain as the earth has been broken up.
The lava inside the chasm cools after 1 hour, at which point the chasm stops dealing damage or restraining creatures. The chasm itself remains there permanently.
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