Circle of the Pillars of the Earth (5e Subclass)
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Circle of the Pillars of the Earth[edit]
Druid Subclass
Originating among the dwarves, the brotherhood of this circle reveres the Pillars of the Earth, the columns that uphold the foundations of the world and preserve the natural order. Earthquakes are believed to be the manifestation of the pillars being shaken by malevolent forces, and thus the druids rise as guardians, determined to protect these pillars at any cost.
Circle Spells[edit]
Your bond with the living world grants you access to certain spells. At 2nd level, you learn the cantrip Mold Earth. At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle 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.
Spell Level | Spells |
---|---|
2º | Mold Earth, Catapult, Earth Tremor |
3º | Earthbind, Maximillian's Earthen Grasp |
5º | Erupting Earth, Meld into Stone |
7º | Summon Elemental, Stone Shape |
9º | Bigby's Hand, Transmute Rock. |
Subterranean Walker[edit]
Starting at 2nd level, you gain a burrowing speed equal to your walking speed. Additionally, you gain tremorsense with a range equal to 1.5 meters multiplied by your Proficiency bonus.
Armor of Earth[edit]
Upon reaching 2nd level, you can use your Wild Shape as a bonus action to raise the earth and stone beneath you, surrounding yourself with a thick layer of soil you extract from the ground. • You gain 4 temporary hit points for each level you have in this class. • You can use your Wisdom, instead of Strength or Dexterity, for attack rolls and damage rolls using melee weapons made of metal. • Your melee attacks with melee weapons made of metal ignore resistances and immunities to nonmagical attacks and damage. • You can cast the cantrip Mold Earth using a bonus action. These benefits last for 10 minutes, until you lose all of these temporary hit points, or until you use your Wild Shape again.
Extra Attack[edit]
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can cast one of your cantrips in place of one of those attacks.
Hardened Armor[edit]
At 10th level, you can channel the essence of metal from an armor you're wearing to reinforce your Elemental Armor. You gain the following benefits for this feature: • You gain a bonus to your AC equal to half your Proficiency bonus; • Any damage you take is reduced by an amount equal to half your Proficiency bonus.
Elemental Form[edit]
When you reach 14th level, your body assumes permanent elemental characteristics. You can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit, unless you are incapacitated."
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