Base Class: Druid
The circle of the underneath: Many druids have a connection to the earth but none so like the druids of the underneath these druids have the ability to part the earth at their feet in seconds and to sink into it with ease, even moving through the earth and popping out in a new area. The druids of this circle are druids of motion and stealth. Quick and quiet these druids are able to sink into the earth and use the position under the land to gain extra benefits and skills.
Cracking Earth
At 2nd Level. The druid takes one action to sink themselves into soft parts in the land that they are stood on (not rock or other hard substance) (if trying to stay quiet rolling a stealth check). While in this mode the druid can move through the earth at half movement speed to get to another location. The druid can come back out of the earth at the cost of one action (if trying to stay quiet rolling a stealth check). While in this mode the player cannot be harmed by projectiles or melee attacks, they are still harmed by spells that do not require line of site or spells that affect the ground they are in (Example: Earth tremor). If the player enters Cracking Earth in combat enemies that are near them can use their reaction in an opportunity attack.
Reach from beneath
At 2nd Level. While in cracked earth if an enemy player traverses over the area you are in you can use your Reaction to reach up and grab at their leg. The enemy must succeed a dexterity saving throw against 8+PROF+STR or DEX of the player. If the enemy succeeds the enemies movement ends but it escapes. If the enemy fails the player can choose one of two options
Tripping hazard: You yank the enemies leg causing them to fall prone.
Leg lock: The player can pull the enemies foot under the earth locking them in place until they make a successful STR save vs the material that they are stuck in (DM decision on strength of the material).
Vibrations
At 3rd level. Through the vibrations in the earth, you can sense physical presences as they move even if you can't see them on a successful Perception check.
Soil Swimmer
At 6th Level. Speed while in softer earth increased to full speed (Such as soil, swampland or gravel).
Quiet Cracking
At 10th Level. You are no longer forced to make stealth rolls when entering and exiting soft material.
Advanced Earth Cracking
At 14th Level. You can use earth crack as a bonus action and can even prepare an action to perform a surprise attack.
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