Druid
Base Class: Druid

Druids of the Circle of the Mountainborn learnd the truth of the moutain ranges. They grown up in high places, in tribes that wander the ranges, or are natural bond to earth and;or ice. These Druids have the need to protect the Weak, the strong, the unprepared. Unlike other druids the Mountainborn, do not change their shape. They learn to fight with their bodys and shields and mantle themself in a veil of their domain to protect themself against foes.

Landshaper

When you choose this circle at 2nd level, you learn how to shape your surrondings. You learn the mold earth cantrip and treat all effects as instantaneous.

Armor of the Mountain

Starting at 2nd level, the thoughness of the earth has hardend your body. Your unarmed strikes and shield attacks deal 1d6+ your strength modifier.

Also at 2nd level, you lern how to infuse with the power of your domain. As an action, you can use one of your wildshapes to strengthen your body with the power of earth and stone that build a layer of pretection on your skin, or the cold snow and ice mantles your Body and covers you for incomming attacks. Or other things the flavor is up to you. You gain 4 times your druid level + your wisdom and constitutuion modifier as temporary hit points. When you are in this form your melee attacks deal an additional 1d6 cold damage. This lasts until you lose all temporary hitpoints or when you use your wildshape again.

 

Circle Spells

Your mystical connection to the rocky cliffs and snowy mountain, infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the home of your kin and the Protection that lies within.

Once you gain access to a circle spell, 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.

Arctic
Druid Level Spells

3rd

warding bond, maximilian’s earthen grasp, shield of faith

5th

sleet storm, erupting earth

7th

death ward, ice storm

9th

wall of stone, cone of cold 

 
 

Mountain’s Fury

Starting at 6th level, your power is fulled with magic of the mountain. Your unarmend attack and your Shield attack count as Magical to overcome resistences. Also on 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mountain’s Ward

At 10h level, you senses sharpend if someone need protection. You fend off strikes directed at you, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack or affected need to make a dexterity saving throw against damage, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s saving throw, or the AC against that attack. If the attack still hits, the target has resistance against the attack’s damage. If they still fail the saving throw they take half damage on successful one they take no damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Paragon of the Mountain

When you reach 14th level, when you would be droped to 0 Hit Points and have atleast one use of Wildshape left. You are instead drop to 1 Hitpoint and you use all your remaining uses of Wild Shape to empower yourself, you to gain 8 times your Druid level + twice your Wisdom modifier + twice your Constitution modifier as temporary hit points,  and you deal 2d6 additional cold damage when you hit with a melee attack. These effects last for 10 minutes, or until you lose all these temporary hit points.

You can use this feature after again after you finished a long rest.

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