Results 1 to 2 of 2
- Join Date
- Oct 2017
Circle of Stone's Riches- Pls PEACHThe Circle of Stone's RichesUpdate in second post
Last edited by BerzerkerUnit; 2021-03-04 at 10:10 PM.
- Join Date
- Oct 2017
Re: Circle of Stone's Riches- Pls PEACH
Updated based on critiques on another forum:
The Circle of Stone's RichesThe Circle of Stone's Riches includes Druids with a particular eye for mineral wealth. Common among Dwarves and Gnomes, many Underdark races have such Circles dedicated to the acquisition and protection of their stores of gems and precious metals.
The following spells are considered Druid Spells for you and are always prepared.
Identify, Earth Tremor
Maximillian's Earthen Grasp, Earthbind
Erupting Earth, Meld into Stone
Fabricate, Summon Construct
You gain proficiency in the Maul, Warhammer, Light Hammer, and War Pick. The Druids of this Circle venerate the mineral riches of the land and hold no taboo regarding metal armors.
At 2nd level the Rites of your Circle allow you to channel the power of subterranean riches as you Wildshape. You may Wildshape as a bonus action to transform yourself and your equipment into a metallic or crystalline form. In this form your type changes to Construct, you do not need to breathe and cannot swim. Poisons you are exposed to have their effects suspended until the form ends or you dismiss it as a bonus action. The form persists for 10 minutes and grants certain benefits contingent on the form you choose.
Crystalline Form. You gain resistance to radiant, slashing, and piercing damage. Your unarmed strikes can do slashing or bludgeoning damage. When you take radiant damage you can use your reaction to channel the energy into a blinding flash. Creatures you choose within 5 feet must make a Constitution save vs your Druid Spell DC or be blinded until the end of your next turn.
Metallic Form. You gain resistance to Slashing, Piercing, and Fire Damage. When you take Fire damage your form becomes molten and searing hot until the end of your next turn. While molten your attacks deal additional fire damage equal to your proficiency bonus, you ignore difficult terrain, and creatures that grapple you or strike you with unarmed attacks or natural weapons suffer your proficiency bonus in Fire damage.
Beginning at 6th level when you take the attack action on your turn you may attack twice instead of once.
Safety in the Lee
At 10th level and beyond, while in your Metallic or Crystalline form you can choose to reduce your speed to 0 at the beginning of your turn. When you do so you can choose to grant cover to any creature that moves within 10 feet of you or starts their turn there.
Tunnel Collapsing Blows
At 14th level and beyond you can exert the primal might of your spells so your attacks carry the weight of a mountain collapsing. On a hit with a melee weapon, natural weapon, or unarmed strike you can expend a spell slot to deal an additional 1d8 bludgeoning damage per level of the spell slot to a maximum of 5d8.