Druid
Base Class: Druid

Druids of this circle understand that the earth and stones beneath their feet are as alive as the trees and birds. This spiritual connection to the physical land grants the druid understanding, traits, and interaction with earth and stone.

The druid desires to know the earth, but also to use its strength and knowledge to protect it and the natural order. The druid seeks balance and lives to pass on this understanding to others through his or her example.

Though Circle of Earth druids who see themselves as geologists and miners may harvest material from the earth, it is never to excess; rather, they seek to honor the beauty and strength of the earth itself through the use of these materials.

Druids of this circle often have a personal shrine upon or within the earth, someplace to which the druid regularly returns, to protect and honor it. This shrine likely includes a collection of geologic tokens from the land of far-off realms, in honor of the earth as a living being, whole and beautiful in its diverse materials. A shrine might be a circle of stone obelisks, an abandoned mineshaft, or perhaps a cave of crystals. The shrine is generally only shared with the druid’s closest companions who would respect, but also learn from, this sacred space.

Druids of the Circle of Earth are often Hill Dwarves, but any race may subclass as Circle of Earth.

Backgrounds that especially lend themselves to building out a Circle of Earth druid’s path include Archeologist, Clan Crafter, Far Traveler, Folk Hero, Hermit, Miner (Homebrew), Outlander, or Sage, though many others could lead to interesting role-playing possibilities.

Commune with the Land

At 2nd level, you have the ability to learn from stone, earth, and sand what lies within it (up to 60ft. from the druid). The material will be able to explain specifics of rocks and minerals, but only general information about other objects (i.e. There is a rod of metal buried in the ground, not that there is a Rod of Enemy Detection.)

You may also learn general information concerning what has passed upon or by stone, earth, and sand terrains within the last day (with sand terrain, the accuracy drops to 50%, determined by the GM, due to the shifting nature of sand over time). General information includes interactions that involve the material itself: movement, numbers and general sizes of humanoids or other creatures that interacted there. (i.e. The land would know if there was a fight, but not that someone handed an item to someone else.) The ability has no effect on marsh terrain or bodies of water.

To Commune with the Land requires ten minutes of focused concentration, and requires the druid to make physical contact with the material or terrain.

Once you use this feature, you can’t use it again until you finish a short or long rest. At 6th, 10th, 14th, and 17th levels, you gain additional uses of this feature. 

Earth Warrior

At 2nd level, your innate connection to the earth grants you proficiency with weapons and tools related to stone and ore, including the war pick, light hammer, war hammer, and mason's tools.

Earth Craft

 At 2nd level, due to your spiritual connection to the earth, you gain the cantrip mold earth, if you don't already know it.

Earth Domain Spells

At 3rd, 5th, 7th, 9th, and 11th levels, you are granted additional spells that allow you to interact with earth and rock, as listed for those levels in the Circle of Earth 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.

Druid Level

Spells

3

Earthbind, Maximilian’s Earthen Grasp

5

Erupting Earth, Meld into Stone

7

Stone Shape, Stoneskin

9

Transmute Rock, Wall of Stone

11

Investiture of Stone, Move Earth

Earth Climb

At 6th level, the you gain the ability to cling to, climb, and traverse non-magical vertical surfaces of earth and stone at one half your normal walking speed. Grips form in the surface as you touch it with your bare hands and feet; the indentations immediately fill in as you move to your next grip/step.

Stone's Resistance

At 10th level, your body retains its nature as flesh but it takes on certain indomitable aspects of stone. You can no longer be paralyzed or petrified, and you are immune to poison and disease.

Also, your connection to the earth gives you advantage on Dexterity saving throws when you are standing on stone or packed earth. The surface shifts with you to help you maintain your balance. 

Elemental Self

At 14th level, you can use Wild Shape to transform into an earth elemental. When in this form, you feel as if it is your most natural state of being. Due to the joy and adrenaline this form brings you, you have advantage on all saving throws while you are an earth elemental.

Because of your body's connection to the earth, when transforming back to your druid form, part of you may temporarily resist the transformation. The GM rolls percentile dice - you have a 10% chance that one of your limbs will be made of hardened clay until you take a long rest or you are cured with a Greater Restoration spell. A clay arm hangs loosely and uselessly. A clay leg may be maneuvered with only as much agility as a pegleg, and your speed is reduced to ¾ your normal movement. You see your clay limb as a badge of honor even if it impedes your ability to act.

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Circle Of Earth Image

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