Druid
Base Class: Druid

Druids of the Circle of Elements delight in the raw power of nature. Their magic harnesses the elements to their will, manipulating the environment, permitting them new forms of movement, conjuring elementals or enabling them to assume elemental forms. They tend to take on characteristics of their chosen element, so most fire druids are hot tempered, air druids are changeable and fickle, earth druids are stolid, and water druids wax and wane with the tides. Most compete fiercely with other druids and any of their allies. The Circle’s leaders are drawn from those rare individuals who have achieved a degree of balance and subtlety from mastery of all four elements.

Elemental Cantrip

When you choose this circle at 2nd level, you learn one additional cantrip from Acid Splash, Fire Bolt, Poison Spray, Ray of Frost. This cantrip doesn’t count against the number of druid cantrips you know.

Starting at level 10 when you cast a cantrip that deals acid, cold, fire, lightning, poison, or thunder damage, you can deal additional damage equal to your wisdom modifier once per a turn

Primal Sculpting

when you deal acid, cold, fire, lightning, poison, and thunder damage with a spell or feature you can choose a number of creatures equal to your Wisdom modifier, to auto succeed and gain resistance to the damage type you dealt until the start of your next turn.

you can use this a number of times per a short rest equal to Wisdom Modifier.

Primal Spells

You have formed a bond with the primal energy of the elements, an energy of creation and destruction. Your link with the elements grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Elements Spells
Druid Level Circle Spells
2nd Chromatic orb, Ice knife
3rd Dragons breath, Scorching ray
5th Fireballs, Thunder steps
7th Elemental Bane, Summon Elemental
9th Destruction Wave, Flame strike 

Primal walker

Beginning at 6th level, As a bonus action you can gain one of the following elemental benefits:

  • Air: You gain a fly speed equal to your walking speed, and gain resistance to Lightning and Thunder damage.
  • Earth: You gain a burrow speed and a climb equal to your walking speed, and gain resistance to Poison and Bludgeoning damage.
  • Water: You gain a swim speed equal to your walking speed, can breathe air or water, and gain resistance to Acid and Cold damage.
  • Fire: You can teleport between two sources of nonmagical fire that you can see as a bonus action, entering one, and appearing in an unoccupied space within 5 feet of the other. A fire smaller than a bonfire is doused after you use it this way. If the fire is larger than a 5 foot cube, you can teleport to different parts of the fire in the same way, so long as you appear in a space that is not adjacent to the cube of fire you entered. Additionally you gain resistance to Fire damage

You can use the elemental benefits for a number of minutes up to half your druid level rounded up, all at once or in several shorter uses, each one using a minimum of 1 minute from the duration. You can use this feature a number of times equal to your wisdom modifier. All expended elemental benefit duration is replenished when you finish a long rest.

Primal Friends

Beginning at 10th level, the elements heed your call, you can expend 2 uses of you wild shape to cast "summon elemental" at 4th level without expending a spell slot.

this increases to 6th level at level 15 and 8th level at level 20. once this feature is used it can't be used again until you take a short or long rest.

One with the Primal elements

once when you activate Primal walker you gain Immunity instead of resistance, while you have that immunity you can make one spell of that damage type deal maximum Damage instead of rolling

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