Base Class: Druid
Druids who are members of the Circle of Stones learn how to prepare potent runestones for use in the defense of sacred sites or in battle against their enemies. Tapping into the stored natural magic accumulated in something as ageless as stone with delicately carved sigils, these druids are able to produce powerful auras around them that are lasting - and quite dangerous to those unlucky enough to be caught within their borders.
Runekeeper
You've learned how to carve debilitating runes into small stones that you can carry into battle with you. You gain proficiency with mason's tools if you don't already have it. Additionally, as an action, you can expend a use of your Wild Shape feature to activate a runestone and produce an aura from it in a circular area with a 30 foot radius centered on yourself. This aura moves as you do and lasts for 1 minute, until you choose to end it, or until you use your Wild Shape again.
The effect of the aura you produce depends on the type of runestone you activate from the options below.
Bleeding Stone. Creatures of your choice within the bleeding stone's aura are drained by vitality-rending energy. A creature under the effect of this aura takes an amount of necrotic damage equal to your Proficiency Bonus + half of your Druid level (rounded down) at the start of its turn. In addition, it may not regain any hit points.
Negating Stone. Creatures of your choice within the negating stone's aura become confused and distracted. Whenever a creature within this runestone's aura makes an Intelligence, Wisdom, or Charisma ability check or saving throw, it must subtract a number equal to your Proficiency Bonus from the result of the roll. In addition, whenever a creature under the effect of this aura makes a spell attack roll, the target must subtract a number equal to your Proficiency Bonus from the result of the roll.
Sapping Stone. Creatures of your choice within the sapping stone's aura become disoriented and slowed. Whenever a creature within this runestone's aura makes a Strength, Dexterity, or Constitution ability check or saving throw, it must subtract a number equal to your Proficiency Bonus from the result of the saving throw. In addition, any creature under the effect of this aura has its movement speed reduced by half.
Sage's Craftsmanship
You're capable of carving your runestones with such precision that a wide variety of magic can safely be channeled through them. You may use your runestones as your druidic focus while they are in your possession.
Enduring Runestones
You've learned to channel a measure of lasting power into your runestones when you create them. Using your Wild Shape feature no longer ends the effects of a runestone activated by your Runekeeper feature. In addition, you may place a runestone on a flat surface within your reach. As an action, you can expend a use of your Wild Shape feature to use your Runekeeper feature and activate a runestone placed in this way as long as you are within 30 feet of it. It produces its chosen aura in a circular area with a 30 foot radius centered on itself and is a Tiny magical object with an AC of 20 and 5 hit points.
Any runestones placed in this way can no longer be activated after you finish a short or long rest.
Exploding Runestones
You're able to overcharge your runestones with volatile elemental energy. Whenever you activate a runestone, you may choose cold, fire, or lightning damage. If you do, whenever the effects of your Runekeeper feature end for the chosen runestone, it explodes in a violent burst of magic. Creatures other than you within 15 feet of it must make a Dexterity saving throw, taking 2d6 of the chosen damage type on a failed save or half as much on a successful one.
Runes of Revival
Your natural connection to the magical runestones you carve allows you to store a tiny fragment of your essence in them. If you drop to 0 hit points and thereby fall unconscious, you can instead cause an active runestone to shatter, ending the effect you chose for it with your Runekeeper feature and releasing the potent life force stored within. You then regain 2d6 hit points and immediately rise to your feet.
Once you use this feature, you can’t use it again until you finish a long rest.
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