Druid
Base Class: Druid

The druids of the Circle of Gravitas are often mistaken for masters of earth magic. At first, their power seems tied to stone and soil, shaping and moving the land as if they were traditional earthshapers. Yet, beneath this familiar facade lies a deeper, more mysterious force—the invisible power of gravity.

While their spells may seem rooted in the earth, their magic tugs at the very fabric of reality. Rocks don’t just shift—they float, fall, or crush with unseen force. Creatures find themselves drawn or repelled by an invisible hand, and those who assume this magic to be purely elemental soon discover its true weight: a primal connection not to earth, but to the force that binds all things together.

These druids wield the unseen, blending earth’s strength with gravity’s pull, bending nature to their will in ways that defy expectation.

Circle of the Gravitas Spells

When you reach a Druid level specified in the Circle of the Gravitas Spells table, you thereafter always have the listed spells prepared.

Druid Level Prepared Spells
3 Mold Earth, Feather Fall, Catapult, Levitate, Spider Climb
5 Melf's Minute Meteors(as non-magical bludgeoning damage) , Wall of Sand
7 Dimension Door, Evard's Black Tentacles
9 Wall of Stone, Telekinesis

Primeval Shape

Starting at 3rd level,you can expend a use of your Wild Shape to channel the energy of the primeval force guiding you granting you these benefits for 10 minutes:

  •  Once per turn, when you deal damage to a creature with an attack roll, you can choose to push them 10 feet in any direction. The creature must make a Strength saving throw against your spell save DC. On a failed save, they are pushed the full distance; on a success, they are not pushed.
  • Once per turn if a creature fails a saving throw against a spell you cast the space around the creature in a 10 feet radius becomes difficult terrain until the end of its turn.

Balance Distortion

Starting at 6th level your mastery over your element grows, allowing you to influence creatures’ movement and amplify the effects of terrain manipulation.

While in Primeval Wild Shape, the following improvements apply:

  • When you push a creature using the effect of your Primeval Shape, you can now move the target up to 20 feet. Additionally, if the target is hit by an attack and enters difficult terrain, they must succeed on a Dexterity saving throw or fall prone.
  • Once per turn, when you move a creature through difficult terrain created by your spells or features, you can deal additional force damage equal to your Wisdom modifier (minimum of 1)

Trajectory Core Guidance

Starting at 10th level you learn to master your control over your own gravity in your primeval shape allowing you to fall in the directions you choose and anchor yourself to the air.

While inside your primeval shape you gain a flying speed equal to half your Speed.

Additionally by concentrating gravity on a single point you can create a local collapse of space and matter, forming a temporary small gravitational sinkhole.

As a Magic action you can create a 20-foot-radius sphere of crushing force at a point you can see within 60 feet of range that tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 4+ spell slot (no action required).

Wormhole Theory

Starting at 14th level your mastery of gravity is has achieved allows you to bend space to create wormholes for a short amount of time.

As a Magic action you can create one wormhole within 120 feet of you at a point you can see, and the other wormhole at another point you can see within 300 feet of the first. The wormholes can hover in mid-air or be placed on any surface and remain for 1 minute. The wormholes must be atleast 30 feet apart.

The wormholes have the following effects:

  • Any creature, object, or attack that enters one portal exits the other instantly. Ranged attacks and spells can be cast through the portals as if they originated from the exit portal

  • If a creature enters a wormhole against their will (such as being pushed or pulled), they must make a Constitution saving throw against your spell save DC. On a failed save, they take 2d8 force damage and are pushed 10 feet from the exit wormhole.

  • Once on each of your turns when you deal damage with an attack roll through the wormholes, you can deal an additional 1d10 force damage.

 Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 7+ spell slot (no action required).

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