Base Class: Druid
The Elementalists are a sect of druidism that focuses on the raw energies that suffuse nature in all of its' forms. They utilize this focus to augment their control over nature in order to better defend it from those who would do it harm.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Elementalist Spells
Your mystical connection to the elements infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells that reflect your elemental nature as a druid.
Once you gain 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
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Elemental Resonance
Starting at 6th level, you must choose one element (Cold, Fire, Lightning, or Thunder). Every time you deal damage with a spell of level one or higher with the selected element you can add your Wisdom Modifier to the total damage dealt.
When you complete a long rest you may change the element when you are choosing your prepared Druid spells for the day.
Elemental Form
When you reach 10th level, your Wild Shape becomes more flexible. You can expend one use of your Wild Shape to become more elemental. Choose one of four forms. Air. Water. Earth. Fire.
- Air. The caster becomes translucent and whispy. You get a flying speed equal to your movement (if you already have a flying speed add 15 to it). As a Bonus Action, you can forcefully move air towards a Large or smaller creature within 30 feet of you. The creature must roll a Strength Save against your spell save DC or be knocked prone.
- Water. The caster constantly drips fresh or salt water as if they had just been submerged. You get a swimming speed equal to your movement (if you already have a swimming speed add 15 to it). Additionally while in this form you can breath water as if it were air. While in this form you can cast the spell Tidal wave once, without expending a spell slot.
- Earth. The caster takes on a clay like texture and appearance. You obtain the Earth Glide ability. You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. Additionally you gain the Siege ability (All damage you do to structures and objects is doubled).
- Fire. The caster becomes hazy from the heat they emit, Sparks play along their body and through their hair. While in this form any creature within 5 feet of you that touches you or hits you with an attack immediately takes 1d6 fire damage. All of your melee attacks and spells that deal fire damage deal an additional 1d6 fire damage while in this form. If you so choose, while in this form you can emit fiery light from yourself. Bright light out to 15 feet and dim light out another 15 feet. While in this form you become susceptible to water. For every 5 gallons you come into contact with you take one cold damage (This cannot be reduced in any way).
Due to the strain of maintaining this form you can only stay in this form for a number of hours equal to your Druid level divided by four (rounding down)
By Your Command
When you reach 14th level, your mastery of the elements is so powerful that you can command Elemental creatures. Once per day, as an action you can attempt to exert your will upon an elemental creature. This elemental can be of a challenge rating no higher than 5. The elemental makes a Wisdom Saving Throw. On a failure the elemental becomes permanently bonded to you. It will follow your orders to the letter until death or until you successfully obtain mastery over another Elemental. The elemental retains any intelligence or personality it had before your mastery over it began. On a success 'By Your Command' has no affect on the creature.
Your mastered elemental cannot be charmed or dominated by other creatures.
As an action you can choose to dismiss your mastered elemental back to its plane of origin.
Previous Versions
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