Base Class: Druid
Mordwand
One with the Mountain your Druid Circle makes its home at high elevations. Where trees struggle to grow you flourish as you meditate on the stillness of the Earth. The thin air lets the sun beat harshly upon the rocks during the summer and the winter plunges the area into thick snow and ice, yet your kind have made comfortable sanctuary of this unforgiving wilderness above the tree line. Scarce encounters with man or animal have left them to their stone work protecting the mountain's spirit from unnatural erosion and destruction. Avid climbers, Alpine druids have no difficulty tracking game across difficult terrain. These druids often live in isolation or in small tribes and strongly back the importance of ones personal strength. They themselves must stand as true as the mountains they protect and are known to compete in feats of physical aptitude. Druids born into theses tribes are sent on pilgrimages to learn form an elder belonging to another circle. Only those who's views on nature remain unchanged return; explaining the few members of the Alpine Circle. Druids of this circle do not wild shape.
Instead those of the Alpine Circle use Stoneform. The are encircled with stone becoming almost golem like.
Communing on peaks on the tallest mountains, Alpine druids communicate with one another at the apex of each season.
Stoneform
Stoneform
Starting at 2nd level, you can use your action to magically become made of stone. You can use this feature twice. You regain expended uses when you finish a short or long rest.
The earth comes up and fuses with you making you resemble a humanoid made of rock. (This feature replaces Wild Shape but uses its charges)
While in Stoneform your Druid gains properties based on the type of stone they become. As your Druid grows in level they regain certain abilities like being able to wield weapons while in Stoneform. At first a Druid's Stonefrom is crude, lacking digits, facial features, or even a mouth. As they develop their abilities these features return.
You can stay in Stoneform for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Additionally in While in Stoneform you Strength gains a bonus equal to your Wisdom modifier.
Initially while in Stonefrom you cannot:
Wield Weapons, Speak, Grapple, Cast Spells (outside of a few exceptions listed below)
- While in Stoneform the effects of poisons and diseases are halted. Also you cannot float or swim unless by magical means; and you do not need to breathe until Stoneform ends.
When you transform, you assume the Stones hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in Stoneform and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. - You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Stoneform. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.
While transformed you cannot gain the benefits of healing from potions or spells.
While transformed your unarmed strikes deal magic Bludgeoning damage for the purpose of overcoming non magical resistances.
Basalt (at 2nd level)
Medium Humanoid
Armor Class 17 (natural armor)
Hit Points 8 + Druid Level + Con mod
Speed 30 ft.
Damage Vulnerabilities Cold
Damage Resistances non-magical Bludgeoning Slashing and Piercing
Damage Immunities Poison
Actions
Stone Shot. Ranged Weapon Attack: your spell attack modifier to hit, range 30/60 ft., one target you can see. Hit: 1d6 + spell modifier bludgeoning damage.
Strike. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d8 + spell modifier bludgeoning damage.
Sandstone (at 5th level)
Medium Humanoid
Armor Class 16 (natural armor)
Hit Points 10 + Druid Level + Con mod
Speed 30 ft.
Damage Resistances non-magical Bludgeoning Slashing and Piercing, Fire, Acid
Damage Immunities Poison
Actions
Sand Blast. Ranged Weapon Attack: Each creature in a 15-foot cone must make a Dexterity saving throw . A creature takes 3d6 + spell modifier bludgeoning damage or half as much on a failed save. (When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.)
Strike. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d8 + spell modifier bludgeoning damage.
Granite (at 8th level)
Large Humanoid
Armor Class 16 (natural armor)
Hit Points 30 + Druid Level + 2xCon mod
Speed 30 ft.
Damage Resistances non-magical Bludgeoning Slashing and Piercing, Fire, Acid, Cold
Damage Immunities Poison
Actions
Boulder Blast. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 2d8 + spell modifier bludgeoning damage. On hit the creature must make a DC 15 Strength saving throw or be pushed back 10 feet
Mountain Strike. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 2d10 + spell modifier bludgeoning damage. On hit the creature must make a DC 15 Strength saving throw or be knocked prone
Jade (at 12th level)
Medium Humanoid
Armor Class 19 (natural armor)
Hit Points 15 + Druid Level + Con mod
Speed 40 ft.
Damage Resistances All Bludgeoning Slashing and Piercing, as well as Fire, Acid, Cold and Lightning
Damage Immunities Poison
Actions
Mineral Bore. Ranged Weapon Attack: your spell attack modifier to hit, range 60/120 ft., one target you can see. Hit: 2d6 + spell modifier piercing damage. Scores a critical hit on a roll of 19.
Poised Strike. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 2d8 + spell modifier bludgeoning damage. On hit the creature must make a DC 16 Constitution saving throw or take an additional 2d8 lightning damage.
- At 5th level you now have crude hands while in Stoneform and can now grapple. When you take a melee Strike (Stoneform) attack action you can make an additional unarmed strike as a bonus action while in Stoneform using Wisdom in place of Strength for attack rolls and damage modifiers.
- At 7th level your features are no longer crude. Others can look at you and discern your race and likeness while in Stoneform. Your hands are normal and you can now wield weapons.
- At 14th level your form appears exactly as your normal self but craved from stone and you can now speak while in Stoneform and no longer have disadvantage any ability checks except Stealth and Slight of Hand
- At 18th level you appear as if a polished carving of a master. Immaculate you can cast any of your spells while in Stoneform
Certain Spells can be cast while in Stoneform regardless of limitations above; as long as the caster has reached the appropriate level and has the spell prepared.
Magic Stone, Mold Earth, Earth Tremor, Erupting Earth, Meld into Stone, Stone Shape, Transmute Rock, Move Earth, Bones of the Earth
Alpine Attunment
Starting at 2nd level, your time in the harsh Alpine wilderness has made your body resistant to harsh conditions. Exposure extreme heat and intense rays of the sun high upon the mountains and freezing winds of winter and heavy snow fall have attuned your body to operate at peak efficiency regardless of weather exposure.
Effects of high or low temperature do not apply negatively towards you.
You have advantage on Perception checks looking for unstable terrain in mountainous regions such as thin ice, snow, rock, gravel.
Your ranged spell/attacks are not affected by non magical strong winds in mountainous enviorments
High elevation does not begin to affect your breathing until 15,000 feet and you can become acclimated to elevations above 20,000 after staying there for 15 days.
Difficult terrain in mountainous regions or that caused by your own spells does not effect you
You gain proficiency in Athletics and may double your proficiency bonus when climbing.
Sentinels of Slate
Your dedication to the mountains have earned you their protection. Starting at 3rd level as a reaction to ranged attacks/spells that would hit and target only you, a chunk of stone protrudes from the earth interposed between you and the attack. The stone gets 1d8 plus your spellcasting modifier as its Hit Points. Any remaining damage penetrates the barrier and hits you. This reaction scales increasing its health by 1d8 5th level (2d8) 11th level (3d8) and 17th (4d8). You may use this reaction twice per long rest. Starting at 11th level you can use it 4 times per long rest.
Soul of Stone
Starting at 6th level, You can cast Stone Shape and Transmute Rock as Ritual spells in half the time.
Your body’s exposure to harsh living grants you proficiency with Constitution Saving throws
Transmute Rock benefits from the following. Stone you create is now hard and gains 10 additional Hit Points and resistance to Fire, Cold, and Lightning damage. You can also turn dirt to mud, mud to dirt, or dirt to stone. When converting to dirt you may leave the area as difficult terrain. Converting mud to dirt does not generate enough force to cause damage to creatures within it. Creatures in mud who become trapped in dirt must succeed on a Strength saving throw or have its movement reduced to zero. On a successful save the creature frees itself from the earth.
Blood of Gneiss
When you reach 10th level, You are immune to poison and disease. Also while under the effects of Stonefrom, Stoneskin or Investiture of Stone you have advantage on saving throws to avoid becoming frightened.
Beginning at 10th level, You have Expertise in Athletics. Additionally when a creature attempts to restrain you with a grapple check they have disadvantage. As a reaction to being grappled you may make unarmed strike attack against the creature. This strike deals 1d8 plus your WIS modifier on hit.
Nordwand
When you reach 14th level, while under the effects of Investiture of Stone or Stoneskin you have advantage on saving throws against losing concentration when taking damage and your AC cannot be less than 18 while under its effects regardless of the armor you are wearing.
You are now immune to being petrified. When you would make a saving throw against being Petrified you may instead reverse it into applying the effect of your choice Stoneform, Meld into Stone, Stoneskin, or Investiture of Stone as if you cast the spell yourself without consuming your spell slot, or a Stoneform use.
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