Druid
Base Class: Druid

The Circle of the Fossil comprises mystics and sages who uncover all that which was reclaimed by the earth. Whether on the muddiest swamps, on the most scorched deserts or on the deepest caves of the Underdark, wherever fossilized animals or plants may be found, these Druids will be there. The circle safeguards the records of extinct or endangered species that have been preserved by time and the force of nature's pressure.

Level 3: Circle of the Fossil Spells

Your link with fossils grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Fossil 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 the Fossil Spells
Druid Level Prepared Spells
3 Earthbind, Earth Tremor, Longstrider, Maximilian's Earthen Grasp
5 Erupting Earth, Meld into Stone
7 Stone Shape, Stoneskin
9 Transmute Rock, Wall of Stone

Level 3: Sediment Sensitivity

As long as you are standing on natural ground, composed of either stone, dirt or sand, you have Tremorsense with a range of 120 feet.

Additionally, you know the precise location of anything that is buried within 30 feet under the aforementioned radius.

Level 6: Ancient Armor

As a Magic action, you can expend a use of your Wild Shape to coat your skin with a layer of fossilized material for up to 1 hour. During that period, you have a bonus of +5 to your Armor Class and gain Temporary Hit Points equal to your Druid level.

You may choose the appearance of your fossil coating. For instance, the protective layer may look like fossilized bones, plants or even patches of rock that sprout from your body.

Level 10: Rocky Roots

You have Immunity to the Petrified condition.

Additionally, as a Magic action, you can expend a use of your Wild Shape to touch a creature that has been Petrified and magically remove said effect from it.

Level 14: Mineral Mausoleum

As a Magic action, if a creature is standing within 60 feet of you over natural ground, you can try to instantly entomb the target under the surface. The target must succeed on a Dexterity Saving Throw against your spell save DC or be swallowed undergound by a chasm.

On a failed save, the target takes 8d10 Bludgeoning damage and has the Blinded, Deafened and Restrained conditions until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space. On a successful save, the target takes half as much damage.

Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a use of your Wild Shape (no action required) to restore your use of it.

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