Druid
Base Class: Druid

Earthbenders are a stoic but proud people. Their appreciation of nature extends as far as the shifting sand, mountains, stone, canyons, and roads of the Forgotten Realms, but not much farther. They find themselves out of place at sea, and often get seasick easily.

Self-defense is taught at a young age, since Earthbenders are not paranoid as much as skeptical of others. Typical Earthbenders perform physical labor, and have a high endurance for harsh living conditions, often a hard day's work s reward unto itself. An unfortunate reality is that throughout history they made the best slaves. This history gives them the pride, skepticism, and physical ability they are known for. 

That being said, the realization of an Earthbender's strength is through their mastery of the Earth around them. Not typical spell-casters, their goundedness is what determines the efficacy of their spells (Constitution based). Their wisdom comes from personal experience more so than a written or oral tradition. As such Earthbender spells are very rarely written down. 

Earthbenders are sometimes at odds with Elves, for no particular reason other than their preferred living conditions are often quite opposite. Their ways of life seem opposite, so it is sometimes assumed their ideologies are opposite, but this is a gross stereotype. For the same reason, Earthbenders and Dwarves often ally themselves and make strong coalitions. 

Bonus Cantrip

At 2nd level, you not only learn the Mold Earth cantrip, but you may cast it as a bonus action. 

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Earth Affinity

You get +3 on spell roles that are rock affiliated, but -1 on spells that are plant, water, fire, or arcane based. 

You get +2 on survival checks when in mountainous, desert, or canyon environments. 

Well Grounded

Your familiarity with the stone and rock of Faerun gives you a sense of hardiness and thick skin that should be taken lightly. Additionally you gain advantage on Athletics and Acrobatics checks on stone on rock . 

Enduring Spirit

Starting at 6th level, you can consume half as many rations as normal and suffer no consequences. Additionally, you get a +1 on all Wisdom ability checks when outdoors. 

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

One With the Earth

Starting at 16th level, all unarmed attacks you make count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally you can expend one use of wild shape to transform into an an earth elemental. 

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