Druid
Base Class: Druid

Some druids forego a connection with nature to pursue a something deeper: a connection with the very elements themselves. A Circle of the Elements druid channels the protection of earth, the fierceness of fire, the tranquility of air, and the peacefulness of water to summon mighty manifestations of the very elements themselves.

Speech of the Elements

At 2nd level, you gain the ability to converse with elemental beings

You learn to speak, read, and write Primordial. In addition, elemental beings can understand your speech, and you gain the ability to decipher their noises and motions. Most elemental beings lack the intelligence to convey or understand sophisticated concepts, but a friendly one could relay what it has seen or heard in the recent past.

Secrets of the Earth

You have communed with the spirits of the earth and they have shown you the secrets the earth holds. As such, you know the metal is a product of the earth and have no qualms about involving it in your defense. Starting at 2nd level, you may wear metal armor and, if proficient, may gain all bonuses proficiency would grant you. You may also use and be proficient with shields.

Elemental Enhancement

This ability replaces Wild Shape and all Wild Shape Improvements

By connecting with the elements, a Circle of Elements druid's ability to change their shape is changed along with them. Starting at 2nd level, you can no longer shift into beasts or fey, but you gain the ability to augment yourself with aspects of a chosen element. You can transform yourself in the following ways:

Earth Augment. Shifting into an Earth Augment grants you the solidity of the mountain stones. In this form, your hit points are equal to 10x your druid level and your AC increases by your druid level/3. You gain advantage on all strength checks and saving throws and are resistant to bludgeoning, slashing, and piercing damage.

Fire Augment. Shifting into a Fire Augment gives you access to the unbridled power of the flame. In this form, your hit points are equal to 7x your druid level. Your melee weapon attacks are considered magical for the purposes of overcoming resistance and immunities and you can add fire damage to all melee attacks made by you equal to your druid level + your proficiency bonus. You are resistant to fire damage and have advantage on all dexterity check and saving throws.

Air Augment. Shifting into an Air Augment bestows the temerity of the air itself. In this form, your hit points are equal to 5x your druid level and are resistant to Lightning damage. You also have advantage on all intelligence checks and saving throws. Additionally, when casting a spell as an action, you may cast any 2nd level spell you have prepared as a bonus action. This spell uses spell slots as normal and does not have to follow the elemental restrictions on spells for a Circle of Elements druid.

Water Augment. Shifting in to a Water Augment conveys the comfort of a mountain stream or babbling brook. In this form, your hit points are equal to 5x your druid level. You are resistant to cold, acid, and poison damage, and resistant to being poisoned. You also have advantage on all charisma saving throws and checks. Additionally, as an action, you may do one of the following:

- heal an ally for a number of d10 equal to your druid level/3

- heal all allies within 20 ft. for a number of d6 equal to your druid level/3

- remove one level of exhaustion from one ally

- remove one of the following conditions from one ally: blinded, deafened, confused, charmed, frightened, paralyzed, poisoned, stunned

Elemental Spirit Totem

Starting at 3rd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

Earth Spirit. The earth spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Fire Spirit. The fire spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Air Spirit. The air spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. You and your allies also gain advantage on Constitution checks made to maintain concentration on a spell.

Water Spirit.  The water spirit soothes and heals those within its care. If you or allies end your turn within the aura of the totem (30 ft.) the totem restores 1d12 hit points. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner

Starting at 6th level, elementals that you conjure are more resilient than normal. Any elemental summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the elementals that you call forth with your magic. When an elemental that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Elemental Devotion

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure minor elementals as if it were cast using a 9th-level spell slot. It summons four elementals, 1 of each element, that are challenge rating 2 or lower. The conjured elementals appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/24/2023 9:34:26 PM
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5e
Coming Soon
6/24/2023 9:37:37 PM
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5e
Coming Soon

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