Druid
Base Class: Druid

Druids of the Circle of Ore are one with the earth and the ores beneath it. Dwarves often make excellent members of this circle. They preserve the sanctity of the ground, keeping blight and disease from sleeping into it, which would destroy all life that relies on it. Whether it be caves, canyons, or just a large patch of dirt, the druids on the Circle of Ore will be there to protect it.

Earthen Ardor and Eyes of Stone

When you choose this circle at 2nd level, the dust and dirt swirls around you has coated your body in such a way that it protects you from harm. You gain a +1 to your AC. Additionally, you no longer require food to survive. You can simply eat rocks and soil to sustain yourself. However, you must eat real food at least once every month, and you still require water in order to live.

You gain the mold earth cantrip. If you already have it, you gain an additional druid cantrip instead.

 

Eyes of Stone

At 2nd level,whenever you make a Wisdom (Perception) check related to identifying types of stone, minerals, rocks, and jewels, as well as their price, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

 

Circle Spells

Your runic connection to the ground infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Ore Spells table.

 

 

 

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

Heat metal, Shatter

5th

Meld into stone, Glyph of warding

7th

Stone shape, Stoneskin

9th

Passwall, Wall of stone

Terrakinesis

Starting at 6th level, you gain the ability to command small stones. You can use your action to touch a pebble or chunk of rock no larger than a sling bullet. The infused pebble rises and orbits you, requiring no concentration, and it does so until it is expended or until your next long rest. After all of the pebbles have been expended, you cannot use this ability again until the end of a long rest. The maximum amount of pebbles you can command is equal to your Constitution modifier (minimum of 1).

When a creature moves to within 5 ft to you, you can use your reaction to expend a stone. The creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.

 

You can use a bonus action to fire a stone at a target within 30 feet. This expends the stone. Make a ranged spell attack against the target. On a hit, the target takes 1d6 damage.

Geomancy

Starting at 14th level, you can shape rocks with a touch. You can use your action to perform one of the following effects.

 

  • You touch a piece of rock, or patch of earth or sand – no larger than a 5-foot cube – to resemble an item of the same size and mass. This can be used to make furnishings, statues, simple melee weapons, sling bullets and other items with no moving or flexible parts. Constructions of hard stone are permanent, while loose earth, sand or mud retains it shape while you concentrate on it, up to 10 minutes.

 

  • You touch the ground and flatten rocky or earthen difficult terrain and obstacles no higher than 5 feet, such that they no longer hinder movement. The area of effect is a 10-foot-diameter circle centered on you.

 

  • You touch a rocky or earthen wall, forming a set of rungs or handholds no more than 10 feet long.

 

  • You touch a nonmagical stone door, gate or chest, permanently warping it so it no longer presents a barrier.

 

  • You touch a chunk of rock or earth weighing no more than one ton. You can push, drag, or lift this chunk easily, as if it were light as air. However, you still lack the strength to throw it.

 

You cannot use this feature again until you finish a short or long rest.

Aspect of Mongoose

When you reach 10th level, the dirt runs through your very veins, and you learn from the burrowing creatures of the earth. You gain a burrowing speed of 15 feet, as well as tremorsense for 30 ft. You can burrow through sand, earth, mud, or ice, but not stone or similar substances. You can also use your tremorsense while aboveground, sensing vibrations in the earth through your feet. Additionally, you gain resistance to poison damage as well as immunity to the poisoned condition.

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