Druid - Circle of Terraforming

by Samulady

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Circle of Terraforming

The first druid of the Circle of Terraforming was a criminal that had run away from civilization, finding themselves in a druid grove and then convincing the owner of the grove to teach them the old faith. The criminal didn’t take the old faith to heart though, instead corrupting the magic to fit their own needs. Since then the corrupted tradition has evolved into its own.

Druids of the Circle of Terraforming bend the forces of nature to their own hands, regardless of the destruction doing so may cause. If one is looking for a druid of this circle, they are generally easy to find, as their domains often look chaotic, as if parts of it are recovering from a storm while others were just hit by one, and animals are a rare occurrence. Despite the state of their lands, these druids tend to be fiercely territorial. Druids that leave territories to become adventurous usually hide the nature of their druidic powers, as others frequently frown upon the Circle of Terraforming.

Bonus Proficiency

When you join this circle at 2nd level, you gain proficiency with heavy armor. Druids of the Circle of Terraforming have learned how to circumvent the inability to use metal by distancing themselves from the old faith.

Molding the Land

At 2nd level, You learn how to manipulate the earth around you. You learn the mold earth cantrip. You learn to speak, read and write Primordial. You also learn how to move across non-magical difficult terrain made of natural made materials such as earth or stone without expending extra movement.

Monstrous Form

Additionally at 2nd level, you’re able to connect with those on the border of the natural world. You can expend a use of your wild shape to transform into the shape of a monstrosity, rather than a beast, provided the creature's Intelligence score is 3 or lower. The monstrosity still has to follow the limitations as stated by the Beast Shapes table.

Beyond the Limits

The limitations of this feature are made under the assumption that any existing monstrosity can be encountered, and are in place to guarantee the exclusion of certain creatures that would be problematic for encounter balance. An example of such is the Crag Cat, a creature that has the spell turning feature. However, a DM can choose to give the player access to monstrosities past these limitations, such as the Displacer Beast with 6 intelligence, or a Girallon which is CR4.

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Elemental Chaos

Also when you reach 6th level, you’ve learned how to further manipulate an element by taking inspiration from a different type of magician. You learn the Maximilian’s earthen grasp spell. Also, pick one damage type from acid, cold, fire, lightning or poison. You learn one cantrip and spell from any spell list, so long as it deals damage of the selected type. The spell you choose must be of a level you can cast. When you cast a spell gained by this feature, you can add your wisdom modifier to one damage roll of the spell.

At 11th level, you learn another additional spell, following the same restrictions and benefits.

Leveling the Field

At 6th level, you deal maximum damage to objects and structures.

Unnatural Evolution

Starting at 10th level, you can use your wild shape to transform into a monstrosity with a challenge level as high as 2.

At 18th level, you can transform into a monstrosity with a challenge level as high as 3.

Devastating Force

At 14th level, your mastery of your element of choice in the elemental chaos feature reaches its peak, being able to create force with enough power to overwhelm enemies even when they’re naturally resistant to the element. When you cast a spell that deals damage of the damage type chosen in your Elemental Chaos feature, you ignore resistances to that damage type. Additionally, if you cast a spell that deals damage of your chosen damage type targeting a creature that is immune to that damage type, you can manipulate the spell to instead attack the target with the essence of pure magic, changing the damage type of the spell to force damage for that casting of the spell.

You can change the damage type of a spell an amount of time equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Master of Earth

At 14th level, you become capable of directly shaping the ground under your feet. As a (bonus) action, you can create a 30 feet radius aura that is centered on you and follows you as you move. The aura has the following effects:

  • The area in the aura is treated as difficult terrain for anyone except you.
  • You gain the benefits of half cover, as you can make the earth shield you.
  • You gain tremorsense with a range of 30 feet.
  • As a bonus action on your turn, you can shake the crumbled ground in your aura. Every creature except you has to make a Dexterity saving throw against your spell save DC or be knocked prone.

The aura lasts for 1 minute or until you end it (no action required). Once you have used this feature, you can’t use it again until you finish a long rest. Alternatively, you can expend a 7th level spell slot to use this feature again.

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