Circle of the Earth v0.1

Druids who are members of the Circle of the Earth feel a deeper connection to the earth and its wild elements. It is rumored that they are the physical manifestation of nature's savage side. Hunting down the imbalances within nature, many of these druids can go their entire lives without ever setting foot in civilization. They understand that not everything can be resolved peacefully and protecting nature sometimes requires getting your hands dirty.

Circle of the Earth

Druid Level Feature 2nd Gifts from the Wild, Nature's Wrath, Fighting Style 6th Extra Attack, Journey Through Nature 10th Trailblazer 14th One with the Elements

Gifts from the Wild

You learned at an early age the importance of being self-sufficient in your journeys; a broken weapon or piece of armor could mean certain death.

At 2nd level you gain proficiency with carpenter's tools or mason's tools and all simple and martial weapons. As per normal, druids will not use anything created of metal, any martial weapons must be made out of a wooden equivalent (wooden longsword for example).

Over the course of a long rest you can use your carpenter's tools or mason's tools and turn an appropriately sized piece of wood/bark or rock into a piece of armor or a weapon. You must expend 1/2 of the cost of the item (rounded up) in oils, resins, leathers, etc. to make it functional. When creating wooden martial weapons, any weapon with an edge or point must be tempered in an open flame.

Any item created this way can only be used by someone that has this feature and any created weapon can be used as a spellcasting focus for your druid spells. You gain the shillelagh cantrip if you don’t already know it and can apply to any melee weapon made with this feature with the condition that the weapon retains it's original damage dice.

The time and effort you have put into creating any new items have made them resistant to breaking or catching on fire. If an item is maintained over an appropriate time period and cost, it can be enhanced to become a magic weapon; this act can be performed by youself or a different appropriate creature.

Nature's Wrath

Beginning at 2nd level you are able to channel the wrath of nature into your attacks. When you hit with a weapon attack you can expend a spell slot to deal an extra 1d6 bludgeoning damage plus 1d6 damage per spell slot expended.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack

Starting at the 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Journey Through Nature

Through your expeditions you've become skilled at surviving in nature. At 6th level you gain the following benefits:

You gain a climbing speed equal to your walking speed.

When you forage, you find twice as much food as you normally would.

While tracking other creatures, you also learn their approximate number, their sizes, and how long ago they passed through the area.

You can’t become lost except by magical means.

Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

If you are traveling alone, you can move stealthily at a normal pace.

Trailblazer

Starting at 10th level you've become familiar with traversing through nature, only the most adept can keep up with you. Your speed increases by 10 and moving through nonmagical difficult terrain costs you no extra movement.

In addition you gain the ability to cast Commune with Nature once per long rest without expending a spell slot.

One with the Elements

You've become completely in tune with the earth and its elements. Beginning at the 14th level you can cast Conjure Minor Elemental and Conjure Elemental each at their base level once per long rest without requiring their material components or expending a spell slot. If you lose concentration on either spell the summoned elementals harmlessly fade away and disappear.