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## Druid: Circle of Stone Here is ample magic to be found in the bones of the world, from deep, shifting shelves of rock to towering mountain peaks. Their power is older than the wild, drawing back to the very shaping of the earth. Druids of the Stone Circle are connected to all aspects of the earth, rooting themselves in it and drawing on its strength. They are stalwart and unrelenting, raining heavy blows and reshaping the battlefield to their advantage. #### Circle Spells Your connection to stone grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Stone 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 Stone Spells | Druid Level | Circle Spells | |:---:|:-----------:| | 2nd | *earth tremor*, *shield* | | 3rd | *earthbind*, *maximilian's earthen grasp* | | 5th | *erupting earth*, *meld into stone* | | 7th | *stone shape*, *stoneskin* | | 9th | *transmute rock*, *wall of stone* | #### Stone's Might Also at 2nd level, you can embody the power of the earth. As a bonus action, you can start channeling this feature. For the next minute, or until you become incapactitated, you gain the following benefits. **Granite Aegis.** At the beginning of your turn, you gain temporary hit points equal to your Wisdom modifier + Half your Druid level. (Rounded down) **Tremor Slam.** Once each turn, when you hit a melee attack, you deal an extra 1d6 magical bludgeoning damage. When you hit a large or smaller creature with this attack, you can push it up to 10 feet away from you. **Sturdy.** You can't be moved against your will or knocked prone. Once you use this ability, you can't do so again until you complete a short rest or expend a use of your wild shape. While channeling this feature, your form takes on an earthen aspect. Roll or choose an effect from the list below. | d6 | Effect | |:---:|:-----------:| | 1 | Your eyes become fractal geodes. | | 2 | Your skin hardens like marble. | | 3 | Veins of ore span across your arms and face. | | 4 | Pebbles and sand float and orbit around you. | | 5 | Your voice changes to sound like grinding rock. | | 6 | The ground constantly vibrates under your feet. |
#### Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Earthen Step Also at 6th level, while channeling Stone's Might, you gain a 15 foot tremorsense, and a burrowing speed equal to your walking speed. If you end your turn submerged in earth, you take 1d10 force damage. #### Mountainous Presence At 10th level, your Stone's Might now lasts for 1 hour and gains the following benefits. **Quaking Stomp.** When you begin channeling this feature, you pummel the ground and deal 3d10 magical bludgeoning damage to creatures of your choice within 15 feet as part of the same bonus action. **Protective Stones.** When you gain temporary hit points with your Granite Aegis, you can also grant those temporary hit points to each creature of your choice wtihin 15 feet. **Improved Tremor Slam.** The additional damage you deal with Tremor Slam increases to 2d6. When you push a creature this way, it must make a Strength saving throw against your Spell Save DC or be knocked prone. #### Soul of Stone You have embodied the stone so well that it has become a part of you. You reduce all incoming damage, except psychic damage, by 3. Additionally, as a bonus action while channeling Stone's Might, you can perform your Quaking Stomp.
#### Credits [CDChallenge: Middle Earth- Michelle Tolo](https://www.artstation.com/artwork/0nrGb4) **Revised Class Design-** Spencer Staggs