Druid
Base Class: Druid

druids who choose this circle learn to bend the elements to their very will, turning their animal forms into elemental powered creatures.

 

at 2nd level you gain the ability to bent the elements to your very will giving you the spells below.

Fire spellcasting. fireball, scorching ray.

earth spell casting. spike growth, mold earth.

water spellcasting. shape water, tidal wave.

air spellcasting. gust, storm sphere.

 

elemental animals 

at 3rd level your animal shapes become elemental creatures of power.

when you shapechange into a creature you can choose one of the elements bellow for your creature to be tied to and immune to the damage type of the element you choose.

Earth. when you choose earth for your creature it grows tentacle like vines on it's body that are covered in sharp thorns that deal 3d4 piercing damage and its armor class increases by 1. it can also cast the following spells.

catapult, earth tremor, ray of sickness, thorn whip, spike growth, hail of thorns, absorb elements.

Fire. when you choose fire for your creature it's body erupts into flames and any creature in 5 feet of you takes 2d6 fire damage. your creature can also cast the following spells.

absorb elements, aganazzar's scorcher, create bonfire, burning hands, fireball, fire bolt, flaming sphere.

Water. when you choose water for your creature it's body becomes pure living ice and any creature that touches you takes 1d8 cold damage and can cast the following spells.

absorb elements, hunger of hadar, frostbite, ice knife, maelstrom, snilloc's snowball swarm, tidal wave, ray of frost.

Air. when you choose air for your creature it's body turns into a living lightning storm and any creature that touches you takes 4d4 lightning damage and can cast the following spells.

blinding smite, call lightning, gust of wind, lightning bolt, shocking grasp, thunderous smite, witch bolt, zephyr strike. 

 
Elemental weapons
6th level

at 6th level you gain the ability to imbue elemental magic into your weapons witch gain the following ability's.

Earth. when you choose earth, the target of the weapon takes an extra 2d4 bludgeoning damage and able to cast the following spells.

absorb elements, catapult, dust devil, earth tremor, elemental bane, erupting earth, spike growth, hail of thorns, meld into stone, thorn whip, wall of thorns.

Fire. when you choose fire, the target of the weapon takes an extra 1d6 fire damage and is able to cast the following spells.

absorb elements, aganazzar's scorcher, create bonfire, immolation, burning hands, fireball, fire bolt, flaming sphere, fire shield, hellish rebuke, scorching ray, searing smite.

Water. when you choose water, the target takes an extra 1d8 cold damage and can cast the following spells.

absorb elements, frostbite, ice knife, investiture of ice, maelstrom, snilloc's snowball swarm, tidal wave, watery sphere, hunger of hadar, ice storm, otiluke's freezing sphere, ray of frost.

Air. when you choose air, the target of the weapon takes an extra 1d4 lightning damage and can cast the following spells.

absorb elements, chaos bolt, gust, investiture of wind, storm sphere, thunder step, thunderclap, zephyr strike, call lightning, lightning bolt, shocking grasp, thunderous smite.

 

Elemental power
10th level

at 10th level you gain the ability to become one with the elements and gain one of the following ability's :

Earth. when you choose earth, you turn into a dryad like humanoid with plants growing all around you and you armor class increases by 2 . every time you hit a target you deal an extra 3d6 bludgeoning damage and lasts for two rounds.

Fire. when you choose fire, your body becomes covered in flames and deal an extra 3d8 fire damage for two rounds . any creature that hits you with a melee attack takes 2d12 fire damage.

Water. when you choose water, your body becomes pure water and deal an extra 2d10 cold damage for two rounds. every creature in 10 feet of you takes 1d12 cold damage.

Air. when you choose air, you turn into a living storm and any creature that makes a melee weapon attack takes 3d8 lightning damage. you can summon a storm and throw a lightning bolt at one target taking 3d12 lightning damage.

 
 
Elemental form
14th level

at 14th level you can turn into an elder elemental or any other elemental listed here, you can't use this ability again until you finish a long rest.

 elementals :

Earth elementals. flail snail, zartan, earth elemental myrmidon, earth elemental, galeb duhr, xorn.

Fire elementals : phoenix, fire elemental myrmidon, fire elemental, magmin.

Water elementals : leviathan, water elemental myrmidon, water elemental, dragon turtle, water weird,  ancient sea dragon, frost salamander.

Air elementals :  elder tempest, air elemental myrmidon, air elemental, invisible stalker.

 

 

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