Circle of Stonewardens

Druids of this circle are masters of the stone. They use the stone around them to protect themselves and their people, right before shattering the earth and sending their enemies to their Gods.

### *Bonus cantrip, proficiencies & spells*

At 2nd level you learn the mold earth cantrip, which doesn't count against your number of cantrips known. You can now speak Primordial (Terran). Also, at 6th level, you can now cast this cantrip as a bonus action and whenever an enemy is standing on difficult terrain, you have advantage on grapple and shove checks against them.

You gain access to every spells revolving around stone, sand and dirt, they count as Druid spells for you.

Maximillian's Earthen Grasp, Wall of Sand, Meteor Swarm, Galder's Tower, Summon Construct (Stone and Clay only), Mighty Fortress,

### *Stone Armor*

At 2nd level you gain the ability to encase yourself in stone. As an action, you can expend a use of your Wild Shape feature to create a stone armor for yourself for 10 minute or until you fall unconscious. This is an heavy armor that you are proficient in, you have disadvantage on stealth checks and it weighs nothing for you. You gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits :

* Your armor class becomes 16 and can't be less than 16, the AC increases by 2 at 6th level (18) and 10th level (20). You can use a shield and magic items which adds up to your ac to still gain their benefit.
* Difficult movement made of earth, sand or stone does not affect you.
* As an action you can shatter your armor, losing the temporary hit points. When you do so, each creature of your choice within 5 feet of you must succeed on a Dexterity saving throw equal to your spell save DC. On a failed save, the creatures take 2d6 bludgeoning, or half as much on a success. The damage increases by 1d6 at 6th level (3d6), 10th level (4d6) and 14th level (5d6)

### *Stone Tongue*

Beginning at 6th level, you can speak to the stones that surrounds you. You can spend 10 minutes communing with the ground. You then learn the general layout of the landscape within 2 miles of you, the layout of natural underground formations within 300 feet of you or the location of minerals or crystals within 90 feet of you. Once you used this feature, you can't use it again until you finished a long rest.

### *Stone Spikes*

At 10th level, you learn how to rip open the earth. As an action you can stomp your foot on the ground to perform the following effect :

You shatter the earth and rise stone spikes from the ground in a 30 feet cone. each creature on the ground in the area must make a Dexterity saving throw equal to your spell save DC. On a failed save the creatures takes 6d8 piercing damage and fall prone, or half as much damage on a successful one. The stone spikes then falls back down, creating difficult terrain.

You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### *Stony Skin*

At 14th level, your skin temporarily becomes hard like stone. You always have Investiture of Stone prepared. You can cast the spell without a spell slot, and you must finish a long rest before you can cast it in this way again.