Druid
Base Class: Druid

The druids of Terrus are widely dispersed, tackling a variety of ecological and human threats to the wildlife and forests that they call home. In the distant past, a gardener would create a beautiful garden, adorned with the most vibrant colors and exquisite fruits. From summer to winter, the garden was impeccable, and the gardener, a druid, would care for it like a mother would dote on their child. One night, a group of bandits would come across the garden, craving food, they carelessly reached for the plants. As they grasped the ripe fruits, the ground beneath them began to shake, and the druid emerged from his hut, war-hammer in hand. Those bandits would regret their decision, but they would be stains on the garden tiles before they could try ask for forgiveness.

-Grimoire Regalia

Enhanced Wild Shape

When you choose this circle at 2nd level, you gain the ability to use your Wild Shape feature faster, and when you do, you gain a stony hide that is resistant to damage. You can use Wild Shape as a bonus action and when you Wild Shape on your turn, you can choose a damage type to become resistant to while you are in your Wild Shape.

Tectonic Fortification

The rites of your circle grant you the ability to form a magical shield around your team to defend from opposing creatures. As an action on your turn, you can form a magical shield around yourself and allies within 30ft. Both yourself and those allies gain temporary hit points equal to 1d4 plus your wisdom modifier. These temporary hit points follow the normal rulings, but if you would gain other temporary hit points through any means, you can add them onto your temporary hit points. Your allies cannot increase their temporary hit points through this effect.

Temporary hit points from this effect last until they are removed or after an hour has passed. When you reach level 10, this increases to 2d4s. You can use this feature a limited number of times per long rest equal to your wisdom modifier plus your proficiency bonus. 

Earthen Strike

Starting at 6th level, your bludgeoning attacks shake the ground with your strikes. Your attacks that deal bludgeoning damage ignore resistances and deal additional damage equal to your wisdom modifier, while in your normal form and in your wild shape. This effect does not ignore immunity.

Quaking Slam

The rites of your circle grant you the ability to preform a quaking slam. When you enter your wild shape for the first time on your turn or start your turn in your wild shape, you can strike the ground and cause a minor quake in an 15ft radius, enemy creatures must succeed on a dexterity saving throw or take bludgeoning damage and be knocked prone. Your temporary hit points increase by 2 for each creature that took bludgeoning damage from this effect. This does not affect flying creatures.

You can use this feature a limited number of times per long rest equal to your wisdom modifier plus your proficiency bonus. This feature's damage increases by 1d10 when you reach 11th level (2d10), and 17th level (3d10).

Terran Surge

At 10th level, when you rest, you connect to very earth around you, granting you insight on the elements present. When you finish a long rest, you can choose a damage type from fire, cold, poison, acid, lightning or thunder, you gain resistance to that damage type until your next long rest. When you use your Tectonic Fortification feature, all allies that gain temporary hit points also gain resistance to the selected damage type while they have those temporary hit points.

When you reach level 15, you can choose two damage types whenever you finish a long rest.

Corroding Surge

You are resistant to acid damage.

Flaming Surge

You are resistant to fire damage.

Freezing Surge

You are resistant to cold damage.

Resonating Surge

You are resistant to thunder damage.

Shocking Surge

You are resistant to lightning damage.

Sickening Surge

You are resistant to poison damage.

Might of the Mountains

By 14th level, your magical talents have allowed to become as tough as the mountain. Whenever you deal bludgeoning damage through your druid spells, you gain temporary hit points equal to half of the damage dealt rounded down. This feature can only be used per round.

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