With the 2014 Circle of the Moon Druid being reworked in 2024, there were a number of changes made. For one, the 2024 version is actually thematic with itself, getting moon-related powers and abilities, but it also lost one feature a lot of people really loved- their 10th level feature, Elemental Wild Shape. A cool idea to turn into an elemental, but I argue it hardly fit with the theme of the class so I don't mind it being gone. This does, however, mean there is room to place this in another subclass, one that has the thematics and mechanics of elements. I present, the Circle of Elements- a homebrew subclass that takes inspiration from the Elemental Wild Shape, bits and pieces from the Warrior of the Elements Monk and the Storm Sorcery Sorcerer, as well as a popular tabletop series.
This subclass was designed around empowering the self and their Wild Shape form with primordial power, and I did my best to ensure it didn't overshadow the other available subclasses though I will let you readers be the judge. I am curious as to your thoughts. Text within block quotes is commentary I make on the aforementioned abilities.
Circle of Elements
Masters of Raw Primordial Energy
The Circle of Elements deals with the primordial powers that suffuse the multiverse. They learn to control and amplify the might of fire, air, earth, and water. Many from this circle gather around portals to the elemental planes, may find themselves with an innate sense of influence over these aspects, but one thing is always consistent, they learn to master these primal forces. These Druids are tasked to ensure that nothing dangerous passes through these planes.
Circle of Elements Features
Druid Level
Feature
3rd
Circle of Elements Spells, Expanded Spell List, Elemental Apprentice
6th
Fundamental Attunement
10th
Elemental Wild Shape
14th
Primordial Mastery
Circle of Elements Spells
3rd-level Circle of Elements feature
When you reach a Druid level specified in the Circle of Elements Spells table, you thereafter always have the listed spells prepared.
In addition, you can cast the spells from this feature while you’re in a Wild Shape form.
Coming up with the spells is always a fun task. The intent behind these choices, and those of the Expanded Spell List below, were to ensure there were some more unique Area of Effect options and to also give the Druid access to some more thematic spells that they themselves did not have access to. Other thematic spells that may not be on here are simply because the Druid already has access to them, or because they were more fitting for another subclass (think Lightning Bolt being optional, because the Circle of the Sea gets it prepped).
Expanded Spell List
3rd-level Circle of Elements feature
The Circle of Elements lets you choose from an expanded list of spells when you learn a Druid spell. The following spells are added to the Druid spell list for you.
In addition, you can cast the spells from this feature while you’re in a Wild Shape form.
Honestly, I went back and forth on whether to even include an expanded spell list, but hey, more options are always fun.
Elemental Apprentice
3rd-level Circle of Elements feature
Choose from two of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. When you cast a spell that deals a damage type from any of the choices listed, you can change that damage type to one you chose. You gain an additional damage type at 6th, 10th, and 14th level.
Additionally, you can speak, read, and write Primordial and all of its dialects: Aquan, Auran, Ignan, and Terran.
The Sorcerer's Transmuted Spell Metamagic comes to mind, but whereas that is limited to resource cost and one more damage type, this is limited to application. The Sorcerer can transmute to any of the damage types mentioned and Poison damage, whereas this feature only affects Acid, Cold, Fire, Lightning, or Thunder damage and only if you have made that choice. Eventually you will have access to all five of course, but not until 14th level. It also lends to a character hook- perhaps you have already learned to control Fire and Lightning, but your character travels to learn to control Thunder.
Fundamental Attunement
6th-level Circle of Elements feature
You can expend a use of your Wild Shape when you cast a spell that deals Acid, Cold, Fire, Lightning, or Thunder damage to gain one of the following effects of your choice for 10 minutes. You can change this to a different effect upon casting another spell that meets the prerequisites.
You gain a Swimming Speed equal to your Speed, and can breathe underwater.
Once per turn, you can jump up to 30 feet by spending 10 feet of movement.
Your Speed increases by 10 feet and moving doesn’t provoke Opportunity Attacks. When you move within 5 feet of a creature, you may force it to take Acid, Cold, Fire, Lightning, or Thunder damage equal to your Wisdom modifier. A creature can take this damage only once during a turn.
You gain Resistance to either Acid, Cold, Fire, Lightning, or Thunder damage. You may change this Resistance upon casting another spell that meets the prerequisites.
I required a use of Wild Shape because it felt right to me. What does the situation call for? Do you need to swim? Would having a stronger jump help get onto a cliff you otherwise would have had to climb? Does the idea of running around with trails of lightning or fire that deal damage sound awesome to you? How about some defensive options that you can change to some degree? I initially had this last for 1 minute, but thought it might be more fun to do 10 minutes, then you could actually swim a decent amount of time, and have these features last more than one combat potentially.
Magical Attacks. You can deal Force damage instead of Bludgeoning, Piercing, or Slashing damage.
Armor Class. Your AC equals 13 + your Wisdom modifier.
Temporary Hit Points. You gain a number of Temporary Hit Points equal to two times your Druid level.
The feature many people missed from the 2024 version of Circle of the Moon- and now, it's better. The original feature required two uses of your Wild Shape and did not grant you the additional benefits. The Magical Attacks means some of the elemental's attacks are not resisted, the Armor Class will ensure you have a consistently decent AC no matter the form, and the Temporary Hit Points.....well I think that's self-explanatory. Overall a good option before, and a better one now.
Primordial Mastery
14th-level Circle of Elements feature
When you use your Fundamental Attunement feature, you gain all the effects listed for 1 hour instead of 10 minutes, and gain the following benefits as well:
You gain Resistance to Acid, Cold, Fire, Lightning, and Thunder damage.
You gain a Flying Speed equal to your Speed.
A pretty potent capstone. The Circle of the Sea is getting a Fly Speed and Resistance to Cold, Lightning, and Thunder damage at 10th level, so getting two more Resistances at 14th level seems fair to me.
Personally I think the Elemental Wild Shape Option could be done with templates. Having scaling templates that start at 3rd and add abilities at specific levels would work fine when have 4 options.
Personally I think the Elemental Wild Shape Option could be done with templates. Having scaling templates that start at 3rd and add abilities at specific levels would work fine when have 4 options.
Been meaning to reply to this for a minute now, whoops. I did consider templates, I even considered giving the ability to Wild Shape into elemental types as well, but decided to go more the route of how the feature was originally conceived: at level 10. One benefit I like from templates is it usually creates a more consistent scaling feature, so you'll always feel like you have a meaningful option to use. I think ultimately it came to how I wanted the design- do I want it to be more similar to the Moon Druid's Wild Shape focus, or do I want it to be more Spellcasting focused? I feel either design works with the theme, and felt this was a sort of middle of the road between the two. Maybe it would benefit more from focusing just on one over the other, but either way I think it would work well.
Appreciate the feedback!
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
With the 2014 Circle of the Moon Druid being reworked in 2024, there were a number of changes made. For one, the 2024 version is actually thematic with itself, getting moon-related powers and abilities, but it also lost one feature a lot of people really loved- their 10th level feature, Elemental Wild Shape. A cool idea to turn into an elemental, but I argue it hardly fit with the theme of the class so I don't mind it being gone. This does, however, mean there is room to place this in another subclass, one that has the thematics and mechanics of elements. I present, the Circle of Elements- a homebrew subclass that takes inspiration from the Elemental Wild Shape, bits and pieces from the Warrior of the Elements Monk and the Storm Sorcery Sorcerer, as well as a popular tabletop series.
This subclass was designed around empowering the self and their Wild Shape form with primordial power, and I did my best to ensure it didn't overshadow the other available subclasses though I will let you readers be the judge. I am curious as to your thoughts. Text within block quotes is commentary I make on the aforementioned abilities.
Circle of Elements
Masters of Raw Primordial Energy
The Circle of Elements deals with the primordial powers that suffuse the multiverse. They learn to control and amplify the might of fire, air, earth, and water. Many from this circle gather around portals to the elemental planes, may find themselves with an innate sense of influence over these aspects, but one thing is always consistent, they learn to master these primal forces. These Druids are tasked to ensure that nothing dangerous passes through these planes.
Circle of Elements Features
Circle of Elements Spells
3rd-level Circle of Elements feature
When you reach a Druid level specified in the Circle of Elements Spells table, you thereafter always have the listed spells prepared.
In addition, you can cast the spells from this feature while you’re in a Wild Shape form.
Circle of Elements Spells
Expanded Spell List
3rd-level Circle of Elements feature
The Circle of Elements lets you choose from an expanded list of spells when you learn a Druid spell. The following spells are added to the Druid spell list for you.
In addition, you can cast the spells from this feature while you’re in a Wild Shape form.
Circle of Elements Spells
Elemental Apprentice
3rd-level Circle of Elements feature
Choose from two of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. When you cast a spell that deals a damage type from any of the choices listed, you can change that damage type to one you chose. You gain an additional damage type at 6th, 10th, and 14th level.
Additionally, you can speak, read, and write Primordial and all of its dialects: Aquan, Auran, Ignan, and Terran.
Fundamental Attunement
6th-level Circle of Elements feature
You can expend a use of your Wild Shape when you cast a spell that deals Acid, Cold, Fire, Lightning, or Thunder damage to gain one of the following effects of your choice for 10 minutes. You can change this to a different effect upon casting another spell that meets the prerequisites.
Elemental Wild Shape
10th-level Circle of Elements feature
At 10th level, you can use your Wild Shape to transform into an Air Elemental, an Earth Elemental, a Fire Elemental, or a Water Elemental. While in this form, you gain the following additional benefits:
Magical Attacks. You can deal Force damage instead of Bludgeoning, Piercing, or Slashing damage.
Armor Class. Your AC equals 13 + your Wisdom modifier.
Temporary Hit Points. You gain a number of Temporary Hit Points equal to two times your Druid level.
Primordial Mastery
14th-level Circle of Elements feature
When you use your Fundamental Attunement feature, you gain all the effects listed for 1 hour instead of 10 minutes, and gain the following benefits as well:
Personally I think the Elemental Wild Shape Option could be done with templates. Having scaling templates that start at 3rd and add abilities at specific levels would work fine when have 4 options.
Been meaning to reply to this for a minute now, whoops. I did consider templates, I even considered giving the ability to Wild Shape into elemental types as well, but decided to go more the route of how the feature was originally conceived: at level 10. One benefit I like from templates is it usually creates a more consistent scaling feature, so you'll always feel like you have a meaningful option to use. I think ultimately it came to how I wanted the design- do I want it to be more similar to the Moon Druid's Wild Shape focus, or do I want it to be more Spellcasting focused? I feel either design works with the theme, and felt this was a sort of middle of the road between the two. Maybe it would benefit more from focusing just on one over the other, but either way I think it would work well.
Appreciate the feedback!