Druid
Base Class: Druid

Many druids connect to the more primal forces of nature, drawing their power from the living essence of the wilderness, whether that be the primal forces of the animal kingdom, the overwhelming force of nature through plant life, or control over decay, or the spirits of the wilder forces of the fey. 

The mineral druid is more elemental in its native connection. Having a natural resonance with the very minerals within the stone and living nature around them, the circle of mineral druid finds an almost divine connection to the natural frequencies found within crystals and the very building blocks of their world around them. Learning to adopt their features, as well as tap into them to help gain insightful knowledge as a communal connectivity to all the sources of elemental resonance in their vicinity. 

Circle Spells

3rd-level Circle of Mineral feature

Your connection to the natural base elements of the world, as well as to the spiritual insights those elements provide, grants you access to certain spells

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Mineral Spells table. Once you gain access to one of these spells, 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.

Circle of Mineral Spells
Druid Level Spells
3rd detect evil and good, detect thoughts, augury
5th slow, clairvoyance
7th divination, banishment
9th wall of stone, dispel evil and good

Destabilizing Aura

3rd-level Circle of Mineral feature

When you spend a use of your Wild Shape to assume your Mineral Form, your crystalline structure resonates with nearby minerals, disrupting the structural stability of inorganic materials around you. 

While in Mineral Form, you emit a 10-foot aura of destabilizing energy. As a bonus action, you can designate one creature you can see within the aura. That creature must succeed on a Constitution saving throw against your spell save DC or take 1d6 force damage and be affected by the aura until the end of your Mineral Form, until it leaves the aura, or until you choose a new target. The aura dissipates if you become incapacitated or die. An affected creature suffers the following effects: 

If it is a construct or made primarily of inorganic material (such as stone or metal), it becomes vulnerable to bludgeoning damage while within the aura. 

If it is wearing armor (excluding adamantine), its AC is reduced by 1, and your AC increases by 1 for as long as it remains affected. 

You can affect only one creature with this aura at a time. Using a bonus action to designate a different target ends the effect on the previous one. 

The force damage increases to 2d6 at 10th level, 3d6 at 14th level, and 4d6 at 17th level.

Mineral Form

3rd-level Circle of Mineral feature
You gain the ability to pull from the ionic bonds in the elements surrounding you, altering your body according to a specific Mineral Form. As an action, you can expend a use of your Wild Shape feature to activate a Mineral Form of your choice rather than transforming into a beast form.

When you do this, the following effects take place:

  • You gain temporary hit points equal to 5 × your druid level. 

  • Your unarmed strikes are considered magical simple melee weapons for the sake of overcoming resistances and deal 1d6 bludgeoning damage + your Wisdom modifier. 

  • Your Destabilizing Aura is active while in this form. 

  • You may choose one of the following manifestations, which your Mineral Form takes when it activates: Metallic, Crystal, and Prismatic form. 

 These benefits last for up to 10 minutes, until you are incapacitated, until you dismiss the form (no action required), or until you lose all temporary hit points.

Metallic Form 

While in this form, your body takes on a conductive metallic sheen, allowing you to absorb and redirect electrical energy. 

  • You gain resistance to lightning damage. 
  • When you take lightning damage from a source you can see, you become "charged" until the end of your next turn. While charged, the next melee weapon attack you hit with deals an additional 1d6 lightning damage. 
Crystal Form 

Your body erupts with crystalline growths, reflecting various elemental forces. While in this form: 

  • When you activate this form, you may choose which type of crystal you manifest, or roll a d4 to choose. Each crystal form grants an additional benefit: 
  • You have resistance to slashing and piercing damage from nonmagical attacks. 
  1. Amethyst. 
    You gain resistance to psychic damage and have advantage on Wisdom saving throws against being charmed or frightened. 
  2. Moonstone.
    You gain resistance to thunder damage. When this form activates, choose one ability score. You gain advantage on ability checks and saving throws using that ability score until the form ends. 
  3. Fire Opal.
    You gain resistance to fire damage. Once during this form, when you cast a spell that deals elemental damage (acid, cold, fire, lightning, or thunder), you can change the damage type to another of your choice. 
  4. Quartz.
    You gain resistance to necrotic damage. Once while in this form, when you cast a healing spell, you may have it restore twice its normal amount. 
Prismatic Form 

Your skin takes on a translucent, reflective quality, making you harder to see even when in bright light. While in this form, you gain the following benefits: 

  • You have advantage on Stealth checks in all levels of light
  • You have resistance to radiant damage
  • You gain Radiant Refraction. 

Radiant Refraction. When you take radiant damage while in this form, due to your resistance, you reflect half of that damage toward another target you can see within 30 feet of you. The new target must make a Dexterity saving throw (DC equals your spellcasting DC) or take the remaining radiant damage. 

 

RULE TIP: TEMPORARY HIT POINTS DON'T STACK

If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.

Seer's Influence

6th-level Circle of Mineral feature

During a long rest, you craft a number of magical crystal charms equal to your Wisdom modifier (minimum of 1). Each charm hums with subtle resonance, attuned to your foresight. You may give a charm to another creature, who can carry it and benefit from its magic. A creature may only hold one charm at a time, and you cannot benefit from your own charms. 

Each charm grants one of the following effects (your choice when you give it to the creature): 

  • Advantage on saving throws against being charmed or frightened. 
  • Gain a bonus to Charisma checks equal to your Wisdom modifier. 
  • Resistance to one damage type of your choice from: fire, cold, lightning, thunder, or acid. 
  • Gain a bonus to Constitution saving throws equal to your Wisdom modifier. 
  • Gain a bonus to Insight checks equal to your Wisdom modifier. 

You regain all expended charms when you finish a long rest and may reassign their effects. 

Ascendant Mineral Form and Destabilizing Aura

10th-Level Circle of Minerals feature 

Your connection to the elemental resonance of the earth deepens, transforming your Mineral Form and Destabilizing Aura into a refined and empowered state. 

When you activate your Mineral Form, your unarmed strikes now deal 1d8 bludgeoning damage plus your wisdom modifier and gain an additional 1d6 slashing damage as shards of mineral and crystal extend from your limbs. (This damage increases to 2d8 bludgeoning damage, and 2d6 slashing damage at level 15)

Your other features are upgraded in the following ways:

Destabilizing Aura Upgrade (10th-Level aura feature): 

While in Mineral Form, you now emit a 15-foot aura of unstable resonating energy. 
You may target up to two creatures in the aura, and they must succeed on a Constitution saving throw against your Spell Save DC or suffer the following effects until the start of their next turn:

  • AC reduction is now a factor of 2 (You may only gain the transferred AC from one target) 
  • Movement speed is halved. 
  • They take 2d6 force damage as they acclimate to the thunderous resonance. (At 15th level, the force damage increases to 3d6.) 
Chain Burst (10th-Level aura feature)
  • Once per turn, when a creature inside the aura is reduced to 0 hit points, and the killing blow delt more damage than the creature’s hp, you may use your reaction to immediately choose another creature within the aura to make a Dexterity Saving Throw against your Spell Save DC or take the remaining damage. This damage counts as magical force damage. The secondary target does not suffer the aura's other effects, unless specifically targeted. 
Resonant Pulse (10th-Level aura feature) 
  • When a creature within your aura leaves the aura's radius, you may use your reaction to force that creature to make a Constitution saving throw against your spell save DC. On a failure, the creature takes 2d6 force damage as a burst of unstable resonance erupts from them as they exit the destabilizing field. (This damage increases to 3d6 at 15th level.) 

 Your Mineral Form takes the following upgrades:

Adamantine Form (Ascendant Metallic Form) 

Your mastery over the metallic elements deepens, transforming your Metallic Form into Adamantine Form. This ascendant state grants you the following benefits: 

  • Critical Hit Resistance: While in Adamantine Form, any attack that would score a critical hit against you instead becomes a normal hit. 
  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage. 
  • Lightning Immunity: Your resistance to lightning damage becomes immunity. 
  • Conductive Strikes: When you are hit with lightning damage, you retain a charge within your form. The next melee attack you hit with conducts 2d6 lightning damage on a successful hit. (3d6 at 17th level) 
Encrusted Crystal Forms (Ascendant Crystal Form) 

Your expression of the Crystalline energy you channel has ascended and now carries with it other mineral deposits through the unrefined Encrustations, or the finer filigrees of precious metals. This ascendant state gives the following benefits:

  • You have immunity to slashing and piercing damage from nonmagical attacks. 
  • When you activate this form, you choose which Ascendant Crystal form you manifest. Each crystal form grants an additional benefit in the form of an Encrusted or Filigreed precious metal: 

Encrusted Amethyst Form (Ascendant Amethyst Form) 
Your Amethyst Form is encrusted in dark iron ore veins threaded through, grounding you in defiance of otherworldly influence. 

  • Psychic Immunity: You are immune to psychic damage and the charmed and frightened conditions. 
  • Psychic Backlash: When you are hit by an attack, you can use your reaction to force the attacker to make a Wisdom saving throw (DC = your Spell Save DC). On a failure, they take 2d6 psychic damage. 
  • Encrusted with Iron Ore: Raw veins of iron ore run through your crystalline body. Fiends and fey must make a Wisdom saving throw (DC = your Spell Save DC) before targeting you with an attack, spell, or harmful ability. On a failed save, they must choose a new target or lose the action. 

Silvered Moonstone Form (Ascendant Moonstone Form) 
Your Moonstone Form is threaded with silver filigree, which traces your limbs, capturing and refracting radiant energy in subtle waves. 

  • Thunder Immunity: You are immune to thunder damage. 
  • Centered Resonance: You gain advantage on all skill checks and saving throws. 
  • Lunar Radiance: When a creature ends its turn within your Destabilizing Aura, it must succeed on a Constitution saving throw (DC = your Spell Save DC) or take 2d6 radiant damage and become blinded until the start of its next turn. 
  • Lycanthropes and shapeshifters affected by this ability revert to their original form and cannot shapeshift while in the effect. 
  • Silver Filigree: Veins of silver weave across your form, curing you of any disease or poison effects at the start of your turn, and your unarmed strikes are treated as silvered weapons.

Golden Fire Opal Form (Ascendant Opal Form)
Your Fire Opal form becomes a duality of gemstone marbling held together with radiant seams of gold, giving you a certain insight into the duality of illusion magic.

  • Immunity to Fire Damage 
  • Elemental Transmutation: You may change the damage type of a spell you cast (up to 2 times per short rest) to acid, cold, fire, lightning, or thunder. 
  • Illusion of Duality: As an action, you create an illusory duplicate of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

    For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.

  • Wreathed in Gold: Your form is veined with shimmering gold, revealing both truth and illusion. While in this form, you have truesight within 15 feet, as your destabilizing aura disrupts falsehoods and magic alike.

Encrusted Quartz Form (Ascendant Crystal Form)
Your Quartz Form becomes latticed in veins of aged copper that run along your limbs like conduits of life.

  • Immunity to Necrotic Damage 
  • Crystalline Rejuvenation: The next healing spell you cast while in this form restores twice the normal amount. Additionally, each ally who begins their turn within your aura regains 1d4 + your Wisdom modifier hit points. You do not benefit from this aura. 
  • Quickened Oscillation: The resonant frequencies within your form heighten your reflexes. While in this form, you may take an additional bonus action or action on each of your turns (your choice). Your movement speed increases by 10 feet. 
  • Encrusted in Copper: Ancient copper filaments coil throughout your skin. When you assume this form, you immediately end any poisons affecting you, and you are immune to the poisoned condition while it lasts.
Diamond Form (Ascendant Prismatic Form)

A shimmering, radiant body of refracted brilliance and layered internal facets, the Diamond Form refracts all that strikes it, both light and force.

  • Immunity to Radiant Damage 
  • Immunity to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks. 
  • Light-Bending Body 
    You may use an action to cast Greater Invisibility once without using a spell slot
  • Radiant Deflection: When you take radiant damage from a spell or magical effect, you may use your reaction to redirect the energy. Choose two creatures within 30 feet of you that you can see. Each must make a Dexterity saving throw (DC = your Spell Save DC). On a failed save, each creature takes radiant damage equal to half the amount you would have taken; on a success, the creature avoids the damage. You take no damage from the triggering source.

Resonating Standing Stones

14th-level Circle of Mineral feature

Once per long rest, you may summon a massive standing stone covered in ancient druidic runes. This stone is latticed or encrusted with rare minerals and precious metals. When summoned, choose one of the four stones below. The chosen standing stone creates a 30-foot-radius aura centered on it that lasts for 1 hour, or until dispelled or destroyed

  • The stone has an AC of 17, 60 hp, and a damage threshold of 10. It is immune to poison and psychic damage, and resistant to slashing and piercing damage.

Each stone has a unique effect, affecting only creatures within the aura.

Iron-Encrusted Standing Stone – Planar Repulsion and Anti-Magic Defense 

Forged of deep-earth iron and primal defiance, this stone resonates with anti-planar magic. 

  • Fey and fiends cannot willingly enter the aura. 
  • If they start their turn inside, they must succeed on a Charisma saving throw or be banished until the end of their next turn (they reappear in the same spot). 
  • Creatures inside the aura are immune to charm and fear effects. 
  • When a fey or fiend casts a spell inside the aura, they must make a Constitution saving throw. On a failure, the spell fizzles and is wasted. 
Silvered Standing Stone – Purification and Undead Suppression 

This radiant silver-veined stone emits a low hum that cleanses corruption. 

  • The aura suppresses charm, fear, and possession (as per Hallow). 
  • All weapons wielded by allies in the aura count as silvered and magical. 
  • Undead cannot willingly enter the aura. 
  • Undead starting their turn in the aura must make a Charisma saving throw against your spell save DC. On a failure, they are turned until the start of their next turn. 
  • If an undead is forcibly moved into the aura, it has disadvantage on attack rolls while inside. 
Gold-Latticed Standing Stone – Divine Clarity and Radiant Dominance 

Gleaming with celestial power, this standing stone illuminates truth and banishes deception. 

  • Choose up to 5 creatures (including yourself) when summoned. These creatures gain advantage on attacks, saving throws, and ability checks made against aberrations and celestials. 
  • Aberrations and celestials within the aura have disadvantage on saving throws against effects from chosen creatures. 
  • Once per turn, when a chosen creature hits an aberration or celestial within the aura, they may deal an additional 1d8 radiant damage.
  • Aberrations and celestials attempting to teleport, shift planes, or become invisible while in the aura must succeed on a Wisdom saving throw or the effect fails.
  • Invisible creatures within the emanation from the stone immediately become visible.
Copper-Encrusted Standing Stone – Restoration and Vitality 

This verdigris stone hums with life-giving warmth and repels disease and decay. 

  • All creatures within the aura are immune to disease and the poisoned condition, and gain resistance to poison damage. 
  • Vermin and disease-bearing creatures (such as rats, insects, and similar swarms) cannot enter the aura. 
  • When summoned, you may choose up to 5 creatures (including yourself) to be empowered by the stone’s resonance. Each of these creatures has the effects of the bless spell on them.
  • At initiative count 20 of each round (no action required), each chosen creature regains 5d4 + your Wisdom modifier hit points.
  • This effect does not require concentration. 

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