Druid
Base Class: Druid

Druids of the Circle of the Elemental Weave learn to channel the primal forces of nature into hybrid forms that reflect the raw power of the elements. Rather than fully shape-shifting, they infuse their bodies with elemental energy, transforming specific parts into devastating hybrids.

Level 3: Circle of Elemental Weave Forms

As a Bonus Action, you can expend a use of Wild Shape to transform a part of your body into a elemental hybrid rather than shape-shifting. Each transformed body part lasts for 10 minutes or until you dismiss it as a bonus action. Choose one of the following:

Air

Gale Wings of the Hawk: Your arms sprout translucent, gale-force wings. While transformed, you gain a flying speed equal to your walking speed (you must land at the end of your turn). You can also use an action to unleash a 10-foot cone of wind, forcing creatures in the area to succeed on a Strength saving throw against your spell save dc or be pushed back 10 feet.

Earth

Hooves of Stone: Your legs fuse with the earth, taking the shape of heavy stone hooves. Your movement speed increases by 10 feet while on the ground, and you may use 10 feet of movement to leap 20 feet. Creatures you land next to take 1d6 bludgeoning damage.

Fire

Flaming Claws of the Bear: Your hands transform into flaming bear claws. You can make a melee attack using your spellcasting modifier, dealing 1d8 + Wisdom modifier fire damage. You can use your bonus action to perform an additional attack.

Water

Torrent Shell: Your body becomes encased in a turtle shell made of flowing water. While encased, your AC increases by 2. Additionally, you can use your reaction to reduce fire or cold damage taken by 1d10 + your Wisdom modifier.

Level 6: Elemental Fusion

You can now combine two elemental forms or create unique hybrid combinations. When using your bonus action to transform, choose any two elements. Each combination creates a unique fused effect: 

Air + Fire

Scorching Wings: Your wings transform into blazing, fiery mix of wind and fire. As a bonus action you can unleash a swirling vortex of flames in a 15-foot-radius around you. Each creature in the area must make a Dexterity saving throw or take 2d6 fire damage and be pushed 10 feet away. On a successful save, they take half damage and are not pushed.

Earth + Air

Thunderous Stomp: Your legs become a combination of stone and gale. As an action, you can stomp the ground, creating a 15-foot-radius shockwave. All creatures in the area must make a Strength saving throw or take 1d10 + Wisdom Modifier bludgeoning damage and fall prone.

Fire + Water

Steam Serpent Mantle: A serpent-like coil of steam surrounds you. Creatures within 10 feet take fire damage equal to your Wisdom Modifier when they first enter or start their turn in the area

Water + Earth

Glacial Carapace: Your body becomes coated in icy, rocky armor. You gain temporary hit points equal to twice your Wisdom Modifier.

Level 10: Elemental Resilience


While transformed, you gain resistance depending on the element(s) you choose, using multiple elements for your hybrid form gives you resistance to each selected element.
Air

Lightning resistance.

Earth

Resistance to bludgeoning, piercing, and slashing damage.

Fire

Fire resistance.

Water

Cold resistance.

Level 14: Master of the Elements


You may now choose a combination of three elemental forms for your hybrid. Alternatively, you can combine one Fusion Form with a single Hybrid Form, as long as they use different elemental combinations. Gaining these unique fused effects:
 
Air + Fire + Water

Scalding Cyclone: A raging hurricane of boiling water surrounds you. As an action, you can launch cyclones at a number of creatures up to your Wisdom modifier (minimum of 1) within 60 feet. Make a ranged spell attack against each target. On a hit, the target takes 4d8 fire damage and 4d8 cold damage. Your Gale wings no longer need to touch the ground at the end of each round and may push back attackers as a bonus action.

Earth + Water + Fire

Molten Tidal Fortress: Your body transforms into a flowing mixture of magma and hardened rock. Your Hooves of Stone now increase your movement speed by 20ft and the damage your leap deals increases to 3d6 bludgeoning damage. Creatures within 10 feet take 3d6 fire damage at the start of their turns. Ranged attacks against you are made with disadvantage due to obscuring steam.

Fire + Air + Earth

Volcanic Tempest: Your limbs crackle with fiery winds, and ash swirls around you. As an action, you can release an explosion in a 30-foot-radius creatures within the area must make a dexterity saving throw or take 4d8 fire + 4d6 bludgeoning + 4d6 lightning damage, taking half damage on a success. After which you need to roll a d6 on a 5 or 6 you recharge this ability. Your flaming claws of the dear now deal 2d8 fire damage + 2d6 Bludgeoning + Wisdom Modifier.

Water + Air + Earth

Glacial Storm Caller: Your body crackles with freezing lightning as you summon an icy storm. As an action, you can create a 20-foot-radius freezing storm centered on a point with in 60ft you can see. Creatures in the area or starting their turn in the area must succeed on a Constitution saving throw or have their speed halved for 1 minute and take 5d8 cold and 4d8 lightning damage, halving the damage on a success. This storm lasts for 1 minute. Your Torrent shell now reduces any elemental damage(fire, cold, lightning, poison, acid, thunder) you take by 1d12. You may only have 1 storm active at a time.

Previous Versions

Name Date Modified Views Adds Version Actions
11/29/2024 3:03:51 AM
6
3
0.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes