Great Spirit of Earth

***Great Spirits of the Earth are ancient and noble. They are stoic, and not easily moved. Anything that came from stone, from dirt, from soil, from mountains: that is the Spirit of the Earth. Earth spirits are slow to anger but terrible in it.***

## Additional Features

As a Shaman who communes with the Great Spirit of Earth you gain access to the following Spiritual Attunements and Totems:

### Totem of Stone's Endurance

The bearer of this Totem reduces all damage they take by 1. (A polished piece of granite)

### Totem of Earthen Strength (11th level)

The bearer of this Totem gains +4 strength and advantage on athletics checks. This totem can't increase a player's strength score past 22. (A piece of cast iron)

### Spirit of Magma

Magma spirits embody the wrath of the earth, filled with passion and fury. While attuned to this spirit you gain the following abilities:

* Use your action to target a piece of manufactured metal or stone and heat it red hot, dealing 2d6 fire damage to anyone or anything touching it. Anyone touching it must make a constitution save or release the object.
* Use your action to melt up to a 5-foot cube of stone or metal into magma. This effect remains while you concentrate on it, and anything that comes into contact with the magma takes 4d6 points of fire damage. Creatures that would be affected by this damage when the effect begins may make a dexterity save for half damage.
* You are resistant to fire damage.
* **Avatar:** While in the Avatar state you gain the abilities, senses, immunities, and physical ability scores of a Young Fire Giant. You gain a Young Fire Giant's hit points in temporary hit points when you are first possessed. If those hit points are reduced entirely, you stop being possessed and cannot use any abilities granted by this attunement until you complete a short or long rest.

## Subclass Features

As a Shaman who communes with the Great Spirit of Earth you gain access to the following subclass features:

### Reclamation

At level 5, you learn to implore the Spirit of the Earth to return things to the way they should be. As an action, you may target up to a 5 foot cube of non-living manufactured material, such as the wooden planks of a house or stone bricks of a castle, and return them to dirt or rough-hewn stone. Increase the dimensions of this effect by 5 feet to a side at level 10, 15, and 20.

You may also choose to target a construct with this feature, forcing it to make a constitution save. If the construct's hit dice are less than your own, it has disadvantage on a the save. On a failed save, it takes 10d6 force damage. If this damage would reduce it to 0 hp, it immediately decays into it's composite parts, returning to its natural state before animation and before any carving or shaping. E.G. a clay golem would be reduced to a pile of clay.

### One with the Earth

At level 10, you gain a burrow speed equal to your walking speed and can change the shape of a given patch of stone or earth at will using your action, provided the dimensions of said patch don't exceed 10x10x10 feet. Additionally, you may use an action to make melee spell attacks against up to three creatures within 120 feet of you as you lash out with stone, rock, plant, and earth. On a hit, the target of such an attack takes 3d8 + your wisdom modifier magical bludgeoning damage and is grappled (Escape DC=your spell save DC).

### Earthborn

At level 15, you may ask the Earth to reclaim creatures, not just constructs and manufactured objects. As an action, target a creature you can see. The target must make a constitution save, having their movement halved on a failure. At the start of your next turn, they must make another save, having their speed reduced to 0 on a failure. On the third turn, if the save is failed, they are subjected to one of the following effects of your choice:

* **Fate of Odziozo:** turn the target creature into stone, either a large boulder or a perfect likeness of themselves. Their soul is trapped in this form until the end of time and they can still be communicated with using telekinesis or similar magic.
* **Fate of the Ancient Lover:** turn the target into a tree or other large plant. Their soul is trapped in this form until the tree dies and they can still be communicated with using telekinesis or similar magic.
* **Fate of Mortals:** turn the target to dust. Their soul is dispersed into the wild and transformed into a minor earth spirit that retains its personality.

Once you use this feature, you may not use it again until you complete a long rest.