Druid
Base Class: Druid

You channel the limitless power of volcanoes to create spectacular explosions of fire, rock, and smoke.  When others flee from an eruption, you bask in its glory, knowing that you wield strength from the very core of the earth.

Circle Spells

Your bond with volcanoes gives you access to unique magic.  At 2nd level, you can hurl a piece of magma as an action.  This acts like the Fire Bolt cantrip, except that the damage is half bludgeoning and half fire.  You learn the Mold Earth cantrip.  When you cast it, the affected earth or stone becomes hot to the touch.

When you reach certain levels in this class, you gain access to additional spells.  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.

At 3rd level, you learn Maximilian's Earthen Grasp.  The summoned hand glows visibly with heat.  It deals an additional 1d4 fire damage.

At 5th level, you learn Erupting Earth.  When you cast it, you can have it deal 1d12 bludgeoning, 1d12 fire, and 1d12 thunder damage instead of only bludgeoning damage.  If you do so, the spell creates a tremendous boom audible to 500 feet away.

At 7th level, you can use an action and expend a spell slot of 4th level or higher to call down a rain of super-heated rock.  This acts like the spell Ice Storm, except that it deals fire instead of cold damage.

At 9th level, you learn Flame Strike.  When you cast it, it deals thunder instead of radiant damage and creates a massive boom audible to 1000 feet away.

Eruption

Fiery explosions are never far away when you're around.  At 2nd level, you can use your action and expend two uses of your Wild Shape at the same time to create an eruption.  Choose a number of 5 x 5 squares up to half your druid level + your Wisdom modifier within 60 feet of you.  You do not have to see the affected squares; however, each square must be adjacent to at least one other square.  Each creature in an affected square must make a Dexterity saving throw against your druid spell DC as the ground erupts beneath its feet.  Creatures that fail take 2d8 + your druid level damage that is equally split between bludgeoning, fire, and thunder damage.  Creatures that succeed take half damage.  This feature creatures a loud boom audible to 300 + your druid level x 10 feet.

Additionally, the ground in the area becomes difficult terrain until cleared away.  Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Each 5-foot square is also extremely hot for the next minute.  Whenever a creature moves through an affected square or ends its turn there, it takes 1 fire damage.  At 10th level, this damage increases to 2.  At 20th level, it increases to 3.  A square that takes cold damage equal to your druid level or higher is no longer dangerously hot.

Burning Vision

At 6th level, you gain the ability to see through all ash, fire, and smoke.  Your eyes emit a faint orange glow.

Pyroclastic Cloud

At 6th level, as a bonus action immediately after using your Eruption feature, summoning a rain of super-heated rock, or casting Erupting Earth or Flame Strike, you can create a pyroclastic cloud over the affected area for 1 minute.  The affected area becomes heavily obscured, and creatures that end their turn there take fire damage equal to your Wisdom modifier.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds.  A strong wind (at least 20 miles per hour) disperses it after 1 round.  An area of the cloud that takes cold damage equal to your druid level or higher no longer deals fire damage.

Volcano-Resistant

At 10th level, you are inured to the overwhelming heat and toxic gases of volcanoes.  You gain resistance to poison damage from gas and fire damage and have advantage on saving throws against being poisoned by gas or affected by spells and abilities like Stinking Cloud.  You are immune to the heat and gases of lava, magma,  volcanoes, and your Eruption feature.  You ignore difficult terrain around or created by volcanoes and difficult terrain created by the spells and features gained from this subclass.  You can swim through lava like it's water.

In addition, fire damage you deal with druid spells and features ignores resistance to fire damage

Bring Forth Magma Elemental

At 14th level, when you use your Eruption feature, you can choose to not create difficult terrain.  Instead, the molten ground gathers at one point in the affected area and coalesces into a magma elemental.  It acts on your initiative starting on your next turn and follows your commands.  It remains for 1 hour or until destroyed.  A magma elemental has the statistics of an earth elemental, with the following changes.

  • It lacks vulnerability to thunder and is immune to fire.
  • Its attacks deal additional fire damage equal to your Wisdom modifier.
  • It lacks the Earth Glide feature.  It instead has the Lava Flow feature.  It ignores all difficult terrain and moves through lava at a speed of 30 feet.
  • It can see through ash, fire, and smoke.
  • For every 10 ft. the elemental moves in water, or for every two gallons of water splashed on it, it takes 1 cold damage.

Once you use this feature, you can't use it again until you finish a long rest.

You may also summon a magma elemental by casting Conjure Elemental at 6th level or higher.

Previous Versions

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Circle Of Volcanoes Image

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