Druid
Base Class: Druid

Druids of the Circle of the Earth venerate nature in its strongest form, worshipping the earth's highest peaks and its deep places. These druids are often seen tending to great forests upon the tops of mountains, but many have been sighted entering and emerging from caves leading deep underground, where caverns as large as mountains can be found. The most devoted of this circle not only protect these stone wonders of the world but also bring the might of the world crashing down on those who would dare to defile it.

Level 3: Earthen Form

You venerate the Earth to embody its fortitude, turning your body into dirt, mud, rock, or thick roots. Starting at 3rd level, while not wearing heavy armor and at the cost of an Bonus Action, you may expend a use of your wildshape to assume an Earthen form, immediately granting the following effects. The Earthen form lasts 10 minutes or until you fall to 0 hit points.

    • Mountainous Stature. You gain AC equal to your Constitution modifier and you can grow to large size. If you do not have the space to grow to large size, you remain the size you are and still gain AC.
    • Sudden Density. Your hit point maximum increases by 1 for each druid level.
    • World’s Fortitude. Your maximum health cannot be reduced.
    • Stone’s Strength. You gain temporary hit points equal to your druid level plus your Wisdom modifier (minimum of 4).

Level 3: Erosion Armor

Your affinity to the earth has brought on a deeper understanding of it, causing you to subconsciously coat yourself in a thin layer of dirt or stone. You’ve learned to augment temporary hit points in the following ways.

  • Develop. As a bonus action, you may give yourself or one creature within 30 feet temporary hit points equal to half your druid level, replacing any temporary hit points you already had.
  • Erode. When you cast a damaging Earthen spell, you may forgo any number of temporary hit points you have and add that number to the damage of the Earthen spell. You may use this feature a number of times equal to your Wisdom modifier, and expend all uses after finishing a long rest.

Level 3: Earthen Spells

  • When you reach a Druid level specified in the Earthen spells table, you thereafter always have the listed spells prepared.
  • Additionally, while you are within contact with the ground, your Earthen spells do not require a spellcasting focus to cast.

Druid Level

Spells

3

Magic Stone, Mold Earth, Earthbind, Earth Tremor

5

Erupting Earth, Meld into Stone

7

Stone Shape, Stoneskin

9

Transmute Rock, Wall of Stone

15

Earthquake

Level 6: Unstable Ground

You learn to teach people to fear the deep and wild places of the earth once again. Your Earthen cantrips and spells are augmented in the following ways.

  • Jagged Ground. Spells that create difficult terrain (underlined in the Earthen spells table) can be cast as an action or as a bonus action. The difficult terrain created by these spells can become jagged, and when a creature moves into or within the area, it takes 1d6 piercing damage for every 5 feet it travels.
  • Earthen Edge. Once during your turn, you may add your Constitution modifier to the damage of your Earthen cantrips and spells.

Level 10: Stone Roots

You’ve learned to connect your senses to the earth, becoming hyperaware of the connection between your body and the ground beneath you.

  • Lifecycle. While you have temporary hit points, you regain hit points equal to 1d4 plus your Constitution modifier at the start of each turn.
  • Earthflow. You may cast Meld into Stone without expending a spell slot a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest. You also gain the tremorsense ability up to 120 feet.

Level 14: Terraform

You have perfected your bond with the earth, and your abilities have become as boundless and vast as the land you inhabit.

    • Improved Earthen Form. Your Earthen form now lasts an hour, and when you enter your Earthen form, you may expend a second use of your wildshape to grant up to 4 grounded creatures within 30 feet the following benefits:
      • Hill’s Stature. Their AC increases by 1 while they have temporary hit points.
      • Continental Fortitude. Their maximum hit point totals cannot be reduced if they have temporary hit points.
      • Pebble’s Strength. They gain temporary hit points equal to your Constitution modifier and Wisdom modifier.
      • Life Bloom. They regain hit points equal to your Wisdom modifier.
    • Improved Erosion Armor. When you convert temporary hit points into bonus damage, they may be pulled from any sources within 60 feet of you.
    • Incited Earth. Bludgeoning or piercing damage you do may count as magical for the sake of overcoming resistances.

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