Base Class: Druid
Druids of the Circle of Geomancy admire the sturdiness and resolve of the earth, but also recognize that it can be stubborn and inconvenient to its subjects. Geomancers respect these attributes, but often times aim to correct what they see as a flaw in the craftsmanship of the terrain that they traverse.
Circle Spells
Your connection to the earth grants you access to certain spells. At 2nd level, you learn the mold earth cantrip. At 3rd, 5th, 7th, 9th and 11th level you gain access to the spells listed for that level in the Circle of Geomancy 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 Geomancy Spells
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DRUID LEVEL |
SPELLS |
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3rd |
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5th |
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7th |
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9th |
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11th |
Geokinetic Missiles
Starting at 2nd level, when you finish a short or long rest, you can summon a number of floating boulders to circle you. The number of boulders equals your Wisdom modifier, and they are considered small objects. As a bonus action, you make a ranged weapon attack with one of these boulders at a creature of your choice within 30ft of you. The attack's to hit bonus equals your WIS modifier + proficiency bonus. On a hit, the creature takes 1d4 + your WIS modifier as bludgeoning damage. As you gain levels in this class, the damage of the boulders increases; 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Tectonic Armor
At 2nd level, you gain the ability to manipulate the earth into armor. As an action, you can expend a use of your Wild Shape feature to awaken the earth, rather than transforming into a beast form, and you gain 2 temporary hit point for each level you have in this class. While this feature is active, you gain the following benefits:
- Your melee weapon attacks deal an extra 1d8 bludgeoning damage to any target they hit, this damage is considered magical
- You gain a bonus to your AC equal to your proficiency bonus.
These benefits last for 10 minutes, until you don heavy armor or a shield, or until you use your Wild Shape again.
RULE TIP: TEMPORARY HIT POINTS DON'T STACK
If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.
Mineral Attunement
Starting at 3rd level, you are no longer restricted to not using weapons and armor made from metal, as described in the Druid class description in the Player's Handbook.
Improved Tectonic Armor
At 6th level, your Tectonic Armor grants you new abilities;
- You have a Burrowing speed of 30ft.
- You may make one extra attack when taking the attack action on your turn.
Earthen Pulse
At 6th level, you develop the ability to use the power of the earth to greater effect. As an action, you can commune with the ground to sense your surroundings. You gain mental insight into the shape, composition and characteristics of the land in a radius of 1 mile. You can maintain this insight with Concentration for up to one minute. Once you use this feature you cannot do so again until you finish a long rest.
Stone Warrior
At 10th level, you gain the following abilities;
- While your Tectonic Armor is active, you have the ability to move through stone in a similar fashion to an Earth Elemental using their Earth Glide trait.
- You gain tremorsense with a range of 60ft
Resolve of the Earth
At 14th level, you have taken on the very nature of the earth that you move. Any critical hits against you count as normal hits instead. Additionally, you have resistance to piercing, slashing and bludgeoning damage from non-magical attacks.
Previous Versions
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8/12/2020 12:48:02 PM
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