Druid Circle
Circle of the Earth
Druids of the Circle of the Earth are regarded as some of the most mysterious and adaptable. Capable of manipulating many aspects of the earth such as sand and crystal. They are also the only druids who understand that metal is also a very important aspect of the earth, and are the only ones that wear can wear metal armor without it effecting their connection to nature.
Circle Spells
The Circle of the Earth grants access to expanded spell list, which are always prepared for you, and do not count towards the maximum number of prepared spells you can have at any given time. You also gain the cantrip's Mold Earth and Sword Burst.
| Druid level | Spell |
|---|---|
| 3th | Cloud of Daggers, Maximillian's Earthen Grasp |
| 5th | Passwall, Animate Object |
| 7th | Blade Barrier, Bigby's Hand |
| 9th | Earthquake, Meteor Swarm |
Ores Secret
The inherent magical properties of metal and its connection to nature manfiests.
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with with martial weapons. You also gain the ability to wear any metal armor that doesn't
The magic of metal allows you weilds weapons forged from the earth. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Geo Aspect
Additionally, at 2nd level, you can expend a use of your Wildshape feature to don one of the masks of fate for 1 minute. When you do you gain the benefits of which damage type you choose to wear and gains an increase of +1 to your AC.
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Piercing Points. An aspect of earth manifests as spikes upon your body. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack. Roll a 1d6 to summon shards of the earth that shoots in a 60 feet long and 5 feet wide. On a hit, the attack deals magical piercing damage equal to 1d8 + your Wisdom modifier for each shard that hits.
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Slashing Edges. An aspect of earth manifests as edges upon your body. When making a melee attack either with a weapon or with your hands, you manifest the sharp edges of the earth into your attack. Your attack deals an extra a 1d12 + your Wisdom modifier magical slashing damage.
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Bludgeoning Surface. An aspect of earth manifests as smooth minerals upon your body. When an enemy makes an attack within 15 feet of you, you can use a reaction to summon up particles of the earth. On a failed save, a creature takes 2d8 magical bludgeing damage, is knocked prone and is pushed back 10 feet. On a successful save, a creature takes half as much damage, isn’t knocked prone and is pushed back 5 feet.
Subterrane Space
At 6th level, using your connection to the earth you can manifest a sub-scale storage space where you can store up to 250 pounds. You can use this as an action outside of combat or a reaction within combat.
Terraformed Features
At 10th level, the features of your Geo Aspect Improve. The 1d6 of the Piercing Shards becomes 2d6 and the 1d8 becomes 3d8. The 1d12 of the Slashing Edges becomes 2d12 and the 2d8 becomes 1d20.
In addition, five turns after you choose a Geo aspect. You may choose a new aspect manfiests onto your body.
World Breaker
At 14th level, you are capable of manifesting the raw energy within the earth itself. You conjure a burst of energy in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it.
On a failed save, Each creature remaining in the sphere must take 4d10 magical random physical damage. On a successful save, a creature takes half as much damage.
Roll a d6 to determine damage type.
| Number Rolled | Damage Type |
|---|---|
| 1 & 4 | Bludgeoning |
| 2 & 5 | Slashing |
| 3 & 6 | Piercing |
ART CREDIT
Xeris |