Druid
Base Class: Druid

The Circle of the Monolith is made up of mystics and sages who safeguard prehistoric stones, monuments, liths, or statues that were once the centers of ritualistic conferences of higher beings on how to govern this plane. Druids within this circle are considered hermits, even when compared the common solitude found within the other druidic circles. The Circle of the Monolith are for druids that stumbled, searched, and then found these ancient stones for a deeper connection to the earth. A druid that abandons their found stones are considered outcast from this Circle, as protecting your stone is your sworn life duty.

Druids with direct touch or connection to their stone will receive blessings on their mind or physical body from their connection, some could be given protection from ailments or others could receive extended life durations. Druids within this Circle have direct flow into the earth and history of their stone through their stone.  Sages in the Circle of the Monolith can see the images of the past of when their stone was threatened in an attempt to find better ways on protecting it in the future. Though these images that came before can come in a dream, Druids of the Monolith cannot contact anyone in the past; and druids within this circle do not serve a god or a higher being, they just live to protect their stone.

Druids within this Circle also are not blessed with Wild Shape as druids within the past were not able to encounter creatures within their solitude. Druids within this Circle are blessed with Earthen Shape instead.

Tectonic Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with your stone. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Earthen Shape

Starting at 2nd level, you can use your action to magically turn your flesh into stone. You can use this feature twice. You regain expended uses when you finish a short or long rest. When turned into stone, you are held together by magic which allows you to break apart and come back together at your whim. When stone, you gain tremorsense and gain resistance to nonmagical bludgeoning, piercing, and slashing damage, but you now have speed reduction and you have stealth reduction.

Circle Spells

Your mystical connection to your stone 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 stone's original location.

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

3rd

Magic Stone, Stone Shape

5th

Transmute Rock, Meld into Stone

7th

Investiture of Stone, Wall of Stone

9th

Stoneskin, Flesh to Stone 

 

Cobblestone Stride

Starting at 6th level, you begin gain benefits of your stone shape in you natural form. You pull stones from the earth to meet your your feet as you walk, giving you tremorsense naturally. Due to this trait, you can move through nonmagical difficult terrain costs you no extra movement. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. 

Limestone Skin

When you reach 10th level, you can’t be restrained or blinded, and you are immune to poison and disease.

Gigalithic Attrition

When you reach 14th level, you can channel the power of stone on the ground as enemies encroach on you. When attacked by a target within 10 feet of you, you create a tremor where each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature is immune to this effect for 24 hours.

Circle Of The Monolith Image

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