Druid
Base Class: Druid

Druids of the five elements are powerful spellcasters that uses the elemental cycle to challenge the mightiest of foes.

Attune to Elements

When you choose this circle at 2nd level, you learn to attune yourself to one of the five elements. When you complete a long rest, choose one of Wood, Fire, Earth, Metal, or Water. Your choice grants you access to a cantrip as indicated on the Circle of the Five Elements Spells table. This choice will determine additional abilities at later levels.

Circle of the Five Elements Spells Table

Druid Level General Wood Fire Earth Metal Water
Cantrip   thorn whip firebolt acid splash sword burst ray of frost
3rd absorb elements barkskin scorching ray spike growth heat metal melf’s acid arrow
5th elemental weapon plant growth fireball meld into stone conjure barrage water breathing
7th elemental bane grasping vine fire shield stoneskin fabricate control water
9th conjure elemental tree stride flame strike wall of stone animate objects cone of cold

Circle of the Five Elements Spells

Your mystical connection to the basic elements of nature infuse you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. Consult the Circle of Five Elements Spells table, you gain spells from the general list and your currently attuned element.

While you have access to a circle spell, 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.

Elementalist

Starting at 6th level, you gain resistance to a damage type depending on your attuned element. Consult the Elementalist Attunement table, you are resistant to the indicated damage type while you are attuned to the element.

Element Attunement Table

Element Resistance Type Damage Type
Wood Cold Radiant
Fire Poison Fire
Earth Lightning Acid
Metal Poison Necrotic
Water Fire Cold

Cycling Elements

At 10th level, when you deal damage to a creature using a spell of 1st level or higher, you may choose one creature that took damage. The chosen creature becomes primed with the power of the damage type that was dealt to it. For the next minute, if you deal damage of a different type to the primed creature, it takes additional damage from the original spell equal to 1d6 per level of the spell.

For example, if you strike a creature with scorching ray, a 2nd level spell dealing fire damage, and then use call lightning the following round against the same creature, it would immediately take an additional 2d6 fire damage.

You may only have 1 creature primed at a time, and choosing to prime a new creature immediately ends the effect on any other creature. You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Elemental Mastery

At 14th level, you can reinforce the elements powering your spells. When you prime a creature, as described in the Cycling Elements feature, with a spell that deals the damage type associated with your attuned element, as indicated in the Element Attunement table, the creature gains vulnerability to the triggering damage type until the end of your next turn.

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