Base Class: Druid
Druids of the Circle of the Geode draw their strength from the heart of the earth. They protect the hidden wonders below ground, wielding the power of stone and crystal. Living in caves and deep underground, these druids are in tune with the ancient spirits of the earth. Often seen as mysterious and solitary they use the earth’s resilience to shield and defend, shaping the ground and summoning crystal shards in battle.
With bodies tough as stone and hearts full of ancient wisdom, druids of the circle of the geode are the unmovable guardians against threats to the natural world. They are the keepers of secrets and the protectors of the deep, standing firm with the power of the earth itself.
Crystal forms
Starting at 2nd level, when you use your Wild Shape to transform you can adopt a variant crystalline "Crystal Form" of the creature you choose. In this form you adopt the physical statistics of the creature as normal, except:
- Your AC is set to the higher of 15, or 11 plus your Wisdom modifier
- You have a walking speed of not greater than 30 feet.
- You cannot have a swimming or flying speed.
While in Crystal form you exhibit elements of stone, crystal, or mineral.
Tremorsense
At 2nd level you gain tremorsense with a range of 30 feet, increasing to 60 feet at 10th level.
Resilience of the Earth
Starting at 6th level, your connection to the earth grants you extraordinary resilience. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. You maintain this while you are in Wild Shape.
Circle Spells
Circle Spells
At 2nd level, you learn the Mold Earth cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Geode 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 the Geode Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | Mold Earth |
| 3rd | Dust Devil, Maximillian's Earthen Grasp |
| 5th | Intellect Fortress, Wall of Sand |
| 7th | Gravity Sinkhole, Stoneskin |
| 9th | Destructive Wave, Wall of Stone |
Crystal Shards
At 10th level, you can use your defend yourself by causing magical crystal shards to erupt from your body. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to cause the attacker to take piercing damage equal to 1d10 + your Wisdom modifier.
When you use this feature you may expend a piece of Crystal worth at least 25 gold to deal additional damage equal to 1d10 damage + your Wisdom modifier of a type determined by the form of the Crystal expended, as set out in the table below:
| Crystal Type | Damage Type |
| Quartz | Acid |
| Sapphire | Cold |
| Ruby | Fire |
| Garnet | Force |
| Topaz | Lightning |
| Onyx | Necrotic |
| Emerald | Poison |
| Amethyst | Psychic |
| Diamond | Radiant |
You may also use this feature as a reaction to being grappled, or as an action on your turn if you start the turn grappled. Creatures hit in this way take the above damage, and must succeed on a strength or constitution saving throw (their choice) or the grapple is immediately broken.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Enhanced Crystal Forms
At 14th level difficult terrain caused by stone, mud, sand or rock does not impede you, and you are immune to petrification.
In addition, while wild shaped using your level 2 Crystal Form feature:
- You gain an earth glide speed equal to your walking speed.
- If you expend a piece of Crystal worth 50g or more when you wild shape, your crystal form adopts elements of the crystal you spent. If you do this you deal an additional 1d6 damage of the relevant type (refer the table above) with all melee attacks.
- You can use your Crystal Shards feature to shoot a crystal shard at a creature at a distance. As a bonus action you can make a ranged weapon attack (+10 to hit) against a creature of your choice (range 60/120). On a hit, the target takes 2d10 plus your wisdom modifier magical piercing damage.
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