# Circle of the Mine ### Circle of the Mine The Circle of the Mine is made up of Dwarfs and miners who live in caves and mines beneath the earth. Their view of nature is the stone and ore that makes up their world, rather than the plants and sun of the surface. Their powers focus on survival in the harsh world of stone and darkness. ### Vein of Iron Starting at 2nd level, you recognize that metal is a part of nature, found in the veins of the earth. You can use armor and shields made of metal. You gain proficiency with the war pick and can use a war pick as your spellcasting focus. ### Earthskin At 2nd level, you gain the ability to channel the power of the earth into your skin. As a bonus action, you can expend a use of your Wild Shape feature to transform your skin into stone, rather than transforming into a beast form, and you gain temporary hit points equal to 16 plus 4 for each level you have in this class. While this feature is active, you have advantage on Constitution saving throws. These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again. ### Sacred Strike At 6th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a war pick weapon attack, you can cause the attack to deal an extra 1d10 damage of the same type dealt by the weapon to the target. The damage increases by 1d10 when you reach 11th level (2d10), and 17th level (3d10). ### Bedrock Starting at 10th level, you can cast *meld into stone* without using a spell slot using this feature. When you do, it affects you and a number of additional creatures up to your Wisdom modifier (minimum of 1). Once you use this feature, you cannot use it again until you complete a long rest. ### Tremorsense Starting at 14th level, you can detect and pinpoint the origin of vibrations within 30 feet of you, provided that you and the source of the vibrations are in contact with the same ground or substance. Credit: d-torres