Base Class: Druid
While most druids draw on the power of the plants and animals around them, the Circle of the Earth draws deeper, from the earth itself. Reaching deep into the burning heart of the ground beneath them, they can draw on the strength of stone and iron. Often found within dwarven cities, the Underdark, and other deep places, a druid of this circle may go their entire life without ever seeing the sky or a green plant.
Arms of the Earth
Starting at 2nd level, you are able to pull weapons of stone and iron from the ground itself. As a bonus action you can create any melee weapon that you're proficient with, shaping it from the materials around you. The weapon is magical for the purpose of overcoming resistances and immunities but fragile and brittle. It lasts until the end of a turn where you hit with a melee weapon attack, or until you drop it, at which point it crumbles to dust.
You can also create a weapon this way as part of a melee weapon attack on your turn.
Ferrous Darts
At 2nd level, you gain the ability to pull slivers of magnetised iron from the ground and hurl them at your enemies. The darts count as a ranged weapon that you're proficient with, with a normal range of 20 feet and a long range of 60 feet. On a hit, it deals 1d6 piercing damage. When you attack with this weapon, you use your Wisdom modifier, instead of Strength or Dexterity, for attack and damage rolls.
You pull the darts from the earth as part of making a ranged attack.
If the target is wearing metal armor, the darts magnetically hone in on the creature, giving attacks with this weapon advantage.
Circle Spells
Your immutable bond with earth, stone and iron gives you access to certain spells At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Earth Spells table.
Once you gain access to one of these spells, 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.
Circle of Earth Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 3rd | heat metal, hold person |
| 5th | meld into stone, slow |
| 7th | fabricate, stoneskin |
| 9th | passwall, wall of stone |
Blessings of the Vein
At 6th level, you have learned to extract various elements and use them to transform your weapons and those of your allies. You can spend 1 minute focusing on gathering together enough material to transform single non-magical weapon or ten pieces of non-magical ammunition. You can transform a weapon once with any one of the following materials:
Adamantine. See the Xanathar's Guide to Everything for rules on adamantine weapons.
Cold Iron. A weapon or ammunition transformed with 'cold iron' ignores any resistances and immunities of creatures with the fey or undead creature type.
Magnetised. A magnetised weapon or piece of ammunition has advantage on attack rolls made against creatures with the construct creature type, and creatures wearing armor made from metal.
Mithril. A weapon transformed with mithril is lighter and easier to wield. If it has the heavy property, the wielder can ignore it, otherwise it gains the light property.
Silver. See the Player's Handbook for rules on silvered weapons.
Granite Form
At 10th level, you can pull stone and iron around you to create a suit of earthen armor. As an action, you can expend a use of your Wild Shape feature to take on a granite form rather than transforming into a beast.
While transformed this way, you gain natural armor with AC of 20, but cannot benefit from armor or shields, and have resistance to bludgeoning, piercing and slashing damage from non-magical attacks that aren't adamantine. Your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, as well as being silvered and adamantine. These attacks use your Wisdom ability, rather than Strength, for attack and damage rolls. Finally, you gain temporary hit points equal to five times your druid level.
While in your granite form, you have vulnerability to attacks made with adamantine weapons, and count as a creature made of inorganic material for the purposes of spells such as shatter.
You can maintain this form for hour, until the temporary hit points granted by this ability are reduced to 0, or you transform back as a bonus action.
Earthwrench
At 14th level you gain the ability to call upon the earth on which you stand to throw off the shackles of gravity and float majestically into the air. Over the course of 24 hours, you can mark out a circle using your druidic focus, no more than 700 feet across or 2000 feet around, around the area of land you wish to levitate.
Once this process is complete, the area inscribed within the circle pulls a hemisphere of earth 100 feet up into the air over the course of 10 minutes. This ability holds together the earth and soil, preventing it from crumbling, creating a floating island in the air. As an action once per day, issue one of the following commands.
Rise: The floating island rises to an altitude you specify at a rate of approximately 4 feet per second (about 3 miles an hour). The effects of moving to this altitude depend on the nature of the plane it occurs on; temperature may drop, the air may thin or you reach the edge of the plane.
Descend: The floating island descends to an altitude you specify at a rate of approximately 4 feet per second (about 3 miles an hour), stopping if it comes within 50 feet of a solid object such as a mountain or building for example.
Move: The floating island moves in a straight line at a rate of approximately 4 feet per second (about 3 miles an hour). This can be either to a point you can visualise, at which point the floating island begins to move in a straight line, or in a direction for a specified time or distance. If the island comes within 50 feet of a solid object, such as building or mountain, it immediately comes to a gentle stop.
You can use your action to end this ability, otherwise it lasts until you die, at which point the island will slowly float down at a rate of approximately 4 feet per second (about 3 miles an hour). Once it reaches the ground the magic holding the earth and stone together will fade, causing the mass to crumble, likely destroying any structures built upon the island as the ground falls apart. The island will naturally gravitate towards the nearest open space of land, away from hills, mountains or structures.
You can only use this ability on one mass of earth at a time. Using this ability a second time causes the effect to end on all other instances. Once you've used this ability, you cannot use it again for one week.
Previous Versions
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9/7/2020 7:27:07 AM
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1.0
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11/8/2022 12:48:31 PM
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65
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1.1
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Coming Soon
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