Base Class: Druid
All that you touch, you change. All that you change, changes you. The only lasting truth is change. As wind, as water, as fire, as life, God is both creative and destructive, demanding and yielding, sculptor and clay. God is infinite potential. God is power— infinite, irresistible, inexorable, indifferent. And yet, God is pliable— trickster, teacher, chaos. God exists to be shaped. God is neither good nor evil, neither loving nor hating. God is Change. We must find the rest of what we need within ourselves, in one another, in our destiny. The Self must create its own reasons for being.
We are all Godseed, but no more or less so than any other aspect of the universe. Godseed is all there is—all that changes. Earthseed is all that spreads Earthlife to new earths. The universe is Godseed. Only we are Earthseed. And the destiny of Earthseed is to take root among the stars. Why is the universe? To shape God. Why is God? To shape the universe. Do you believe? Belief will not save you. Only actions guided and shaped by belief and knowledge will save you. Belief initiates and guides action— or it does nothing. We do not worship God. We perceive and attend God. We learn from God. Your teachers are all around you. All that you perceive, all that you experience, all that is given to you or taken from you, all that you love or hate, need or fear will teach you— if you will learn. God is your first and your last teacher. God is your harshest teacher: subtle, demanding. Learn or die. With forethought and work, we shape God. In the end, we yield to God. We adapt and endure, for we are Earthseed. The life that perceives itself changing.
Here we are— energy, mass, life shaping life, mind shaping mind, God shaping God. Consider— we are born not with purpose, but with potential. All successful life is adaptable, opportunistic, tenacious, interconnected, and fecund. Understand this. Use it. Shape God. Any change may bear seeds of benefit. Seek them out. Any change may bear seeds of harm. Beware. There is no end to what a living world will demand of you. Death is life’s greatest change. We honor our beloved dead. As we mix their essence with the earth, we remember them, and within us, they live. We have lived before, and we will live again. We will be silk, stone, mind, star. We will be scattered, gathered, molded, probed. We will live and we will serve life. We will shape God and God will shape us again, always again, forevermore. Alone, each of us is mortal. Yet through Earthseed, through the destiny, we join. We are purposeful immortal life. Purpose unifies us: it focuses our dreams, guides our plans, strengthens our efforts. Purpose defines us, shapes us, and offers us greatness.
-Messages of a multiversal prophet from the deep (Octavia Butler)
I Am Earthseed
- As a BONUS ACTION, use WILDSHAPE to form an elemental symbiosis with one of the elements of Earthseed. Choose one Wildshape Earthseed symbiotic form to transform into. Until the Wildshape ability ends, you have additional abilities based on the selected Earthseed Symbiosis.
- I Am Earthseed lasts so long as you can maintain your Wildshape ability. While utilizing any of these symbiotic forms, you retain the ability to cast prepared and circle spells as normal.
- In addition to the Wildshape Earthseed abilities, you gain:
- Temp HP = (1d4 + CONSTITUION modifier) x Druid Level [all other stats remain the same].
Earthseed Symbiotic Forms:
- Eyes of the Inner Core: A seed crystal from the heart of Earthseed burns bright in the dark center of your pupils and emits immense heat.
• When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your REACTION to deal your CONSTITUTION modifier plus 2d4 flame damage unless the creature succeeds on CONSTITUTION saving throw.
@ Druid Level 6 ==> 2d6, Level 10 ==> 2d8, Level 14 ==> 2d10 - Perspiratory Submergeon: You become porous, releasing a layer of liquid Earthseed that coats your body, and ionizes the air around you.
• When CASTING a healing spell, heal yourself your WISDOM modifier plus 1d4
@ Druid Level 6 ==> 1d6, Level 10 ==> 1d8, Level 14 ==> 1d10 - Earthen Epidermis: Static electricity grows on the surface of your skin to attract soil, rocks, sand, and other Earthseed materials from around you. Your skin becomes thick.
• You have RESISTANCE to lightning and necrotic damage.
• Increase Armor Class by 2.
@ Druid Level 6 ==> 4 AC, Level 10 ==> 6 AC, Level 14 ==> 8 AC - Atmospheric Aura: The winds follow your movement like an elegant dance. Earthseed perceives your needs and shapes each moment in your favor.
• When making a DEXTERITY check, or CONSTITUTION saving throw for CONCENTRATION, treat any result that is 9 or less as a 10 and roll with ADVANTAGE.
• Your movement speed is increased by 5ft
@ Druid Level 6 ==> 10 ft, Level 10 ==> 15 ft, Level 14 ==> 20 ft
Circle Spells
Your mystical connection to Earthseed infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to an elemental of Earthseed that acts as your druid teacher.
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.
| DRUID LEVEL | SPELLS |
|---|---|
|
3rd |
Bonus Cantrip
When you choose this circle at 3rd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Circle Spells
Your mystical connection to Earthseed infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to an elemental of Earthseed that acts as your druid teacher.
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.
| DRUID LEVEL | SPELLS |
|---|---|
|
5th |
It Is Earthseed
- When you move into a space or start your turn at a location where no creatures are within 10 feet of you, you can use your REACTION to summon animated totem within 10 ft of you.
- The totem has immunity from blinding, deafening, and does not need to breath.
- Outside of combat, the totem can perform basic tasks that do not require complex articulations.
- In combat, the totem’s turn comes on your turn. It obeys your mental commands and can only take a single action per turn.
- You may have multiple totems summoned at once, each taking their turn in the order they were summoned.
- The totem has 1/4 combat rating, using the mephit stat block (similar to a mephit made from mud, smoke, or steam depending on the primary composition of the surroundings). It remains animate for 1 hour, after which time it collapses and dies.
- # of uses per long rest = (WISDOM modifier) + (PROFICIENCY x 1/2) [min +1 rounded up].
At Higher Levels.
At Druid Level 10 ==> Totem challenge rating increases to 1/2
At Druid Level 14 ==> Totem has +4 AC, x2 HP, and 2x Damage Dice
Sample Elementals
| CR | CREATURE NAME |
|---|---|
| 1/4 | Steam Mephit, Mud Mephit, Smoke Mephit |
| 1/2 | Dust Mephit, Ice Mephit, Magma Mephit, Magmin |
Circle Spells
Your mystical connection to Earthseed infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to an elemental of Earthseed that acts as your druid teacher.
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.
| DRUID LEVEL | SPELLS |
|---|---|
|
7th |
Circle Spells
Your mystical connection to Earthseed infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to an elemental of Earthseed that acts as your druid teacher.
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.
| DRUID LEVEL | SPELLS |
|---|---|
|
9th |
We Are Earthseed
- While in Earthseed symbiosis using Wildshape, you can use a BONUS ACTION to CONCENTRATE on an allied creature within 30’ that extend the effects of your currently selected Earthseed symbiosis form to create a Earthseed enhanced creature. Selected Earthseed creature maintains the same stats they had before, but have additional effects based on the druid’s selected Earthseed symbiosis form.
- In addition to the extended effects that apply to the selected creature, you maintain the full effects of your Earthseed symbiosis that result from casting I Am Earthseed.
- Each effect lasts only a single turn and continues so long as the selected Earthseed creature stays within 60’ of the caster.
Extended Effects to Selected Creature:
- Extended Earthseed Creature - Eyes of the Inner Core:
• Select a willing creature that will allows you to ignite the flame of the inner core within their eyes.
• When a visible creature moves into a space within 5 feet of selected creature or starts its turn there, selected creature can use their REACTION to deal 2d6 flame damage unless the creature succeeds on CONSTITUTION saving throw. - Extended Earthseed Creature - Perspiratory Submergeon:
• Select a willing creature to submerge in a layer of your perspirant water.
• When Earthseed druid CASTS a healing spell, the selected creature rolls 2d6 to heal themselves.
o @ Druid Level 14 ==> 2d8 - Extended Earthseed Creature - Earthen Epidermis:
• Select a willing creature to coat in a layer of Earthseed material.
• Selected creature has increased Armor Class by 2.
o @ Druid Level 14 ==> 4 AC
• Selected creature has RESISTANCE to:
o Lightning and Necrotic damage. - Extended Earthseed Creature - Atmospheric Aura:
• Select a willing creature to share your ethereal atmospheric aura with.
• When making a DEXTERITY check, or CONSTITUTION saving throw for CONCENTRATION, selected creature can treat any result that is 4 through 9 as a 10.
• Add Druid’s WISDOM modifier to all saving throws.
Earthseed Amalgam
Each morning you can prepare an Earthseed symbiosis form. You retain all the benefits associated with casting I Am Earthseed, and can sustain the effects of this form without needing to cast Wildshape. The Earthseed symbiosis form ends after a long rest, or if you are suffering from level 3 exhaustion or greater.
While both Earthseed Amalgam and I Am Earthseed are activated, you maintain the full effects of both selected Earthseed symbiosis forms that result from casting I Am Earthseed. At the start of each of your turns while I Am Earthseed is activated at the same time as Earthseed Amalgam, you can change which secondary Earthseed element you wish to feature. In addition, each combination of Earthseed forms adds an additional effect:
- Scorching Tears (Fire-Water): Reaction damage will BLIND the target unless the creature succeeds on CONSTITUTION saving throw.
- Blistering Radiance (Fire-Air): Deals 2d6 when a creature hits you with a melee attack or a spell within 10 ft.
- Molten Protection (Fire-Stone): IMMUNITY to Cold and Fire damage.
- Glowing Succour (Water-Air): All allied creatures within 15’ can add 2d4 when making a CONSTITUTION saving throw.
- Therapeutic Security (Water-Stone): You cannot become BLINDED, DEAFENED, or PARALYZED; and are cured of that ailment if you already are.
- Airborne Sediment (Air-Stone): Any critical hit against you counts as a normal hit instead, and all RANGED or SPELL attacks against you have DISADVANTAGE.
- During a single long rest cycle, while Earthseed Amalgam is activated, you may use your circle abilities It Is Earthseed and We Are Earthseed as normal.
- If at any point during a long rest cycle when Earthseed Amalgam is activated at the same time as either It Is Earthseed or We Are Earthseed, you are prohibited from using I Am Earthseed until your next long rest.
- You may not activate Earthseed Amalgam in conjunction with It Is Earthseed or We Are Earthseed if at any point previously during this long rest cycle you used the Circle of Earthseed ability I Am Earthseed.
- Once during a long rest, while Earthseed Amalgam is activated, you may activate I Am Earthseed to receive compounding effects from the combinatory Earthseed symbiosis forms.
- If at any point during a long rest cycle when Earthseed Amalgam is activated at the same time as I Am Earthseed, you are prohibited from using both It Is Earthseed or We Are Earthseed until your next long rest.
- You may not activate the combination of Earthseed Amalgam and I Am Earthseed if at any point previously during this long rest cycle you used the Circle of Earthseed abilities It Is Earthseed or We Are Earthseed.
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