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DRUID

Circle of Ore

DRUID

Ore and the splendor of riches beneath the surface of the earth are often the bane of many druids, as their utilization by the masses leads to destruction of the natural world.


Druids of this circle understand the usefulness of this earthen bounty and how to sustainably harvest it. Many from the planet Titan in the nation of Silverstrum have found ways to sustainably mine for precious metals and ores that lay beneath the surface.


Ore Warrior

When you join this circle at 2nd level, you gain proficiency in smith’s tools, heavy armor, and the war pick. You may also use a miner's pick as a war pick and it can be used as a spellcasting focus for your druid spells.  Druids within this circle typically utilize metal armor in their defenses.

Ore Form

As a bonus action on your turn, you can expend a use of your wildshape to summon metallic ore from the depths of the earth and bind it to you. This form lasts for 10 minutes or until you end it early (no action required). Choose an Ore Form and gain the associated benefits.

Iron Strength. Your unarmed strikes deal 1d8 bludgeoning damage and you may use your Wisdom modifier instead of Strength for attack and damage rolls. You also have advantage on Strength checks and saving throws.  Starting at 10th level, once per turn when you take the Attack action and attack with an unarmed strike in this form, you may deal an additional 1d8 bludgeoning damage.

Golden Shine. Hostile creatures within 15 feet of you when you activate this form must make a Constitution saving throw against your spell save DC or have disadvantage on attack rolls until the end of their next turn. As a bonus action on each of your turns, you can repeat this effect on creatures within 5 feet of you.

Titanium Protection.  You gain a +1 to your Armor Class, and resistance to non-magical bludgeoning and slashing damage.  Starting at 10th level, the bonus to your Armor Class increases to +2.

Ore Protection

You learn the resistance cantrip and does not count against your number of cantrips known.  You may cast this spell as a bonus action a number of times equal to your proficiency bonus and regain all expended uses of this feature at the end of a long rest.

Magical Metals

Starting at 6th level, you gain additional benefits to your Ore Forms.

Iron Strength. Your strikes now count as magical for the purposes of overcoming resistances and immunities. When you make an unarmed strike in this form, you can make an additional unarmed strike as part of the same action.

Golden Shine. The range of your effects increases by 5ft. When you activate this form, creatures within 10ft of you who fail their saving throw are blinded for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Titanium Protection. While wearing metal armor, you are resistant to all bludgeoning and slashing damage .

Vein Movement

Starting at 10th level, your connection to the natural metal ores of the world can be used to gain information of your surroundings and traverse dangerous caverns. You also gain further protection and abilities from the ore of the world around you.

  • You gain a +1 to your AC while wearing heavy metallic armor.

  • You gain a burrow speed equal to half your walking speed and when you burrow, the ground is left undisturbed.

  • As an action you can place your hand on a vein of ore and discern if any elementals are also in contact with the vein, as well as the exact length and distance the vein traverses.

  • While touching a vein of ore, you may use a bonus action to meld into it, as per the meld into stone spell.

Adamantine Form

Beginning at 14th level, when you are in an Ore Form, as an action, you may enter an Adamantine Form for one minute. While in this form you gain the following benefits:

  • You are immune to critical hits and resistant to fire damage.

  • You deal double damage to objects and structures.

  • When you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

  • Your melee weapon attacks score a critical hit on a roll of 19 or 20.  Once per turn you may deal an additional 1d10 bludgeoning damage when you hit with a melee weapon attack.

Once you have entered an Adamantine Form, you cannot do so again until you finish a short or long rest.

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