Druid
Base Class: Druid

All druids care for nature and the spirit of the plants and animals, but this circle cares more so for the planet rather than its inhabitants. It understands the nature of the entire world is slow, and our time on it is limited and our effects are even more so. 

Mold Earth Cantrip

When you choose this circle at 2nd level, you learn the mold earth cantrip. If you already know this cantrip you may choose another from the druid spell list. 

Call of Earth

Starting at 2nd level, your connection to the earth calls for your foes to fall. Whenever you cast a spell that moves earth or stone and a creature is moved or struck by that earth or stone, that creature must succeed on a strength saving throw against your druid spell save DC or fall prone. If the spell you cast causes for the creature to fall prone, this effect does not occur. 

 

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 earth. 

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

earthbind, MAXIMILIAN'S EARTHEN GRASP

5th

erupting earth, meld into stone

7th

stoneskin, stone shape

9th

wall of stone, transmute rock 

 
 

Earthen Shell

you may expend up to two uses of your wild shape in order to have the earth protect you. If you expend one use of your wild shape you initially gain temporary hit points equal to your druid level, and for up to 1 minute at the start of each of your turns you gain temporary hit points equal to your wisdom modifier. If you use two of your wild shapes to do this action you also gain resistance to non-magical bludgeoning piercing and slashing damage for the duration

In Touch with the World

When you reach 10th level, you gain tremor sense in a 30-foot radius around you. Additionally, difficult terrain made by modified or worked ground does not impede your movement.

Earthen Might

When you reach 14th level, whenever you use your earthen shell feature you may extend that benefit to up to a number of additional creatures equal to your wisdom modifier within 15 feet of you. Once the other creature benefit from this, they may not do so again until they finish a long rest. Additionally whenever you cast a spell that deals bludgeoning damage, you may deal additional damage equal to your wisdom modifier. 

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