Base Class: Druid
Druids who are members of the Circle of Stone have a special connection with the very bones of the world and commune with the elemental spirits that inhabit mountains, hills, caves, and tunnels. These druids resist change and seek to preserve things as they are. They consider the ancient stone circles that can be found throughout the Realms to be sacred places.
Circle of Stone Spells
| Druid Level | Circle Spells |
|---|---|
| 3 | Dust Devil, Spike Growth |
| 5 | Erupting Earth, Meld into Stone |
| 7 | Stone Shape, Stoneskin |
| 9 | Conjure Elemental, Wall of Stone |
Stone Strength
You can summon elemental spirits to fill your body with stony strength and protect you from harm. You have a pool of such strength represented by a number of d8s equal to your druid level. When you take damage, you can use your reaction to spend a number of these dice and reduce the damage by the total. You regain all expended dice when you finish a long rest.
Stone Spider
You can use an action to transform a pebble into a stone spider (see chapter 6). Add your proficiency bonus to the creature’s AC, attack rolls, and damage rolls. Its hit point maximum equals four times your druid level.
The stone spider reverts to a pebble when it drops to 0 hit points or when 1 hour has passed. It is friendly to you and your companions, and it obeys any verbal commands that you issue to it (no action is required by you).
Once you use this feature, you can’t use it again until you finish a long rest.
Stone Speaker
You gain the ability to speak with a stone object or surface. The stone can tell you what events have occurred within 10 feet of it in the past 24 hours. Its perspective, perception, and knowledge may limit what details the stone can provide.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Stone Prison
As an action, you can cause raw stone to erupt from the ground, enclosing a creature you choose within 30 feet of you. The target must be Large or smaller and must be standing on the ground. The target must succeed on a Dexterity saving throw with disadvantage to avoid being trapped.
The prison is exactly large enough to hold the trapped creature. It is completely airtight with enough air to last 1 hour. While in this stone prison, the target has a speed of 0 but can otherwise take actions. The prison has AC 17, 50 hit points, is immune to poison and psychic damage, and has a damage threshold of 5.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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