Here's a druid subclass I've created. The main thematic goal was to build a subclass that is really focused on putting the raw primal energy of druids at the center of the subclass. And have fairly simple, straightforward subclass features, including the return of elemental Wild Shape. Feedback welcome!
Circle of Primordials druids follow one of the Primordials or Elemental Lords of the Inner Planes, who arose from the Elemental Chaos. Primordial Druid's draw their power from the raw, elemental energy of these ancient, powerful beings. Primordial Druids are proficient with Simple Weapons, and Light and Medium Armor and Shields. Circle of Primordials Druids tend to inhabit environments with high concentrations of elemental power such as extreme heat (e.g., volcanic or geothermal environments), extreme cold environments (e.g., Arctic, cold mountains), extreme dry environments (e.g., Deserts), or areas dominated by water (e.g., coasts, swamps, flood planes, islands, jungles). Each Primordial Druid must select a Primordial or Elemental Lord to follow, which will determine additional sub-class features at higher levels. (See below)
* Choose the type of Wall (i.e., Fire, Force, Ice, Light, Sand, Stone, Thorns, Water, Wind) most similar/relevant to the Primordial you follow
Level 3: Elemental Adept
You acquire the Elemental Adept feat.
Level 6: Primordial Fury
The might of your Primordial deity flows through you. You gain one of the following options of your choice.
Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.
Primal Strike. Once on each of your turns when you hit a creature with an attack roll in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage most relevant to the Primordial you follow.
Level 10: Elemental Form
At 10th level, you can expend a use of Wild Shape to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental most relevant based on the Primordial that you follow.
Level 14: Elemental Mastery
By 14th level, you gain immunity to any damage and effects associated with the elemental planes: Water, Cold, Fire, Lightning, and Thunder. As such you can survive in any environments on the Plane or the Inner Planes, e.g., underwater, desert, cold, fire, etc. In addition, at will, you can transmute any damage type from a spell or your weapon into Cold, Fire, Lightning, or Thunder.
Yes with regards to spell defining. The other huge problem is the duplication of the base Druids 7th level feature as a subclass feature at 6th, the fact that the third level feature is a feat is problematic since it provides a stat boost early and not extending the benefits of the feat to its own abilities.
The level 14 feature is very strong but poorly defined. It seems to say that you gain immunity to Cold, Fire and Lightning and Thunder damage when most features offer only resistance and to fewer elements.
It is also not including the current Druid design of having a Wild Shape substitute at level 3. When you get it at level 10 is is inconsistent with the CR range of Moon Druids and with the 2014 version.
Here's a druid subclass I've created. The main thematic goal was to build a subclass that is really focused on putting the raw primal energy of druids at the center of the subclass. And have fairly simple, straightforward subclass features, including the return of elemental Wild Shape. Feedback welcome!
Circle of Primordials druids follow one of the Primordials or Elemental Lords of the Inner Planes, who arose from the Elemental Chaos. Primordial Druid's draw their power from the raw, elemental energy of these ancient, powerful beings. Primordial Druids are proficient with Simple Weapons, and Light and Medium Armor and Shields. Circle of Primordials Druids tend to inhabit environments with high concentrations of elemental power such as extreme heat (e.g., volcanic or geothermal environments), extreme cold environments (e.g., Arctic, cold mountains), extreme dry environments (e.g., Deserts), or areas dominated by water (e.g., coasts, swamps, flood planes, islands, jungles). Each Primordial Druid must select a Primordial or Elemental Lord to follow, which will determine additional sub-class features at higher levels. (See below)
Circle of Primordials Spells
* Choose the type of Wall (i.e., Fire, Force, Ice, Light, Sand, Stone, Thorns, Water, Wind) most similar/relevant to the Primordial you follow
Level 3: Elemental Adept
You acquire the Elemental Adept feat.
Level 6: Primordial Fury
The might of your Primordial deity flows through you. You gain one of the following options of your choice.
Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.
Primal Strike. Once on each of your turns when you hit a creature with an attack roll in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage most relevant to the Primordial you follow.
Level 10: Elemental Form
At 10th level, you can expend a use of Wild Shape to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental most relevant based on the Primordial that you follow.
Level 14: Elemental Mastery
By 14th level, you gain immunity to any damage and effects associated with the elemental planes: Water, Cold, Fire, Lightning, and Thunder. As such you can survive in any environments on the Plane or the Inner Planes, e.g., underwater, desert, cold, fire, etc. In addition, at will, you can transmute any damage type from a spell or your weapon into Cold, Fire, Lightning, or Thunder.
Started playing AD&D in the late 70s, took a hiatus in the mid-80s, re-started with 3.5 and 5e in 2023
This doesn't work with existing 2024 DnD rules.
You cant define a bonus spell known so haphazardly. I would replace it with Conjure Elemental.
Are you referring to the Elemental Wall stand in for one of the existing Wall spells?
Started playing AD&D in the late 70s, took a hiatus in the mid-80s, re-started with 3.5 and 5e in 2023
Yes with regards to spell defining. The other huge problem is the duplication of the base Druids 7th level feature as a subclass feature at 6th, the fact that the third level feature is a feat is problematic since it provides a stat boost early and not extending the benefits of the feat to its own abilities.
The level 14 feature is very strong but poorly defined. It seems to say that you gain immunity to Cold, Fire and Lightning and Thunder damage when most features offer only resistance and to fewer elements.
It is also not including the current Druid design of having a Wild Shape substitute at level 3. When you get it at level 10 is is inconsistent with the CR range of Moon Druids and with the 2014 version.