Base Class: Druid
Druids of the Circle of Origination revere nature in its rawest and most ancient form. They explore their ties to the natural world by embracing the power and majesty that are the elemental forces that shaped the material plane and seek to maintain the balance between them. These druids draw upon the might of elemental air, water, fire and earth to perform feats of creation and destruction that date back to the dawn of time, continually tearing down parts of the world to form them again in a primal cycle of death and rebirth. The elemental planes are of prime importance to the work of these druids, providing them not only with the raw force they require for their work, but also with insight into the greater workings of the inner planes and the nature of the elements themselves.
Volatile as the source of their magic, Circle of Origination druids are often temperamental and quick to embrace change, with stagnation and quiescence being antithetical to their dynamic world view. They tend to congregate near ancient and powerful geographic locales, with volcanoes, whirlpools, and fault lines often serving as a circle’s base of operation. While their ideals often bring them into conflict with civilizations that would much rather maintain a status quo, it is no denying that these druids are a powerful force of change that can and will shape the world to their primordial vision.
|
Druid Level |
Feature |
|
2nd |
Circle Spells, Elemental Affinity, Elemental Infusion |
|
6th |
Primordial Form |
|
10th |
Bound Servant |
|
14th |
Cycles of Creation |
Elemental Affinity
At 2nd level, you establish a potent connection between yourself and one of the elemental planes. This connection provides you with a bonus cantrip and an additional language linked to either air, earth, fire, or water. This affinity for elements also manifests itself in additional spells that become available to you as you increase in level as well as defining other features as you progress through this subclass. If you already know the cantrip that would be granted by your Elemental Affinity, you may instead choose to gain another cantrip from the druid spell list. Choose one of the following affinities to guide your development as a druid:
Air
|
Bonus Cantrip |
Bonus Language |
|
Gust |
Auran |
Earth
|
Bonus Cantrip |
Bonus Language |
|
Mold Earth |
Terran |
Fire
|
Bonus Cantrip |
Bonus Language |
|
Control Flames |
Ignan |
Water
|
Bonus Cantrip |
Bonus Language |
|
Shape Water |
Aquan |
Elemental Infusion
At 2nd level, you can draw upon the raw forces of the elements to empower you with additional effects. When you use your wild shape feature, you can choose to activate an Elemental Infusion instead of transforming. If you do so, you gain an effect related to your Elemental Affinity. These effects last for 1 minute, or until you use your Wild Shape feature again.
Air
Winds whip around you to protect you from enemies and hinder their attacks against you. While this ability is active ranged attacks against you have disadvantage, and creatures that enter a space or end their turn within 5 feet of you must succeed on a Strength saving throw against your druid spell save DC or be pushed 5 feet away from you in a straight line.
Earth
Stones rise up to deflect enemy attacks and the ground itself roils and quakes. While this ability is active, your AC increases by 1. Additionally, creatures that enter a space or end their turn within 5 feet of you must succeed on a Dexterity saving throw against your druid spell save DC or be knocked prone.
Fire
Heat emanates from you in wild bursts, bewildering your enemies and imbuing your attacks with searing power. While this ability is active, enemies that enter a space or end their turn within 5 feet of you must succeed on a Constitution saving throw against your druid spell save DC or suffer disadvantage on their next melee attack against you due to the sweltering conditions. Additionally, your melee attacks deal an extra 1d6 fire damage for the duration.
Water
A shell of pure water envelops you and follows your motions as you defend yourself. When you activate this ability, you gain a number of temporary hit points equal to your druid level. Additionally, you may redirect your water to block enemy attacks. As a reaction you may attempt to intercept an attack made against you, reducing the damage taken by a ranged or melee attack by 1d4.
Circle Spells
Your connection to elemental forces provides you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain circle spells connected to your Elemental Affinity. 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.
Air
|
Druid Level |
Circle Spells |
|
3rd |
Dust Devil, Warding Wind |
|
5th |
Lightning Bolt, Wind Wall |
|
7th |
Freedom of Movement, Storm Sphere |
|
9th |
Control Winds, Far Step |
Earth
|
Druid Level |
Circle Spells |
|
3rd |
Earthbind, Maximilian’s Earthen Grasp |
|
5th |
Erupting Earth, Meld Into Stone |
|
7th |
Stone Shape, Stone Skin |
|
9th |
Transmute Rock, Wall of Stone |
Fire
|
Druid Level |
Circle Spells |
|
3rd |
Heat Metal, Scorching Ray |
|
5th |
Fireball, Melf’s Minute Meteors |
|
7th |
Fire Shield, Wall of Fire |
|
9th |
Flame Strike, Immolation |
Water
|
Druid Level |
Circle Spells |
|
3rd |
Hold Person, Snilloc’s Snowball Swarm |
|
5th |
Tidal Wave, Wall of Water |
|
7th |
Ice Storm, Watery Sphere |
|
9th |
Cone of Cold, Maelstrom |
Primordial Form
Starting at 6th level, you are so steeped in primal energies that you are most at home in your chosen element and begin to emulate the creatures of your chosen elemental plane. You gain a bonus linked to your Elemental Affinity.
Air
You gain resistance to lightning damage and your movement speed increases by 10 feet.
Earth
You gain a +1 bonus to AC and have advantage on Strength saving throws made to resist being knocked prone or moved against your will.
Fire
You gain resistance to fire damage and shed bright light in a 20-foot radius and dim light for an additional 10 feet. You may extinguish or rekindle the light as a bonus action.
Water
You gain resistance to cold damage and can breathe underwater.
Bound Servant
When you reach 10th level, you can exert enough control over natural forces that you can call elemental creatures to your aid. You can cast the Conjure Elemental spell once per long rest without expending a spell slot or material components. The elemental summoned is limited to the type associated with your Elemental Affinity (i.e. an air elemental for Air, an earth elemental for Earth, etc.). This elemental is under your complete control and does not require your concentration to remain subservient. If your concentration on this spell is broken the elemental does not become hostile towards you or your allies and will still follow your verbal instructions.
Cycles of Creation
At 14th level your mastery over elemental forces has neared its peak. When your Elemental Infusion is active, you create a temporary link to an elemental plane. During this time when you or an elemental you control slays a creature, you reshape the essence of your destroyed foe into a minor elemental.
Once per turn when a creature is killed by an elemental you control or by a spell you cast with a damage type associated with your Elemental Affinity you may summon a mephit. It appears in an unoccupied space of your choice within 5 feet of the slain creature. The mephit summoned is of a type determined by your Elemental Affinity and obeys your commands as per the Conjure Minor Elemental spell, though you require no concentration to maintain it. This mephit lasts for one turn, after which it explodes in a violent manner and dies, activating its Death Burst ability if it has one.
|
Elemental Affinity |
Damage Type |
Type of Mephit Summoned |
|
Air |
Lightning |
Dust, Ice, Smoke |
|
Earth |
Bludgeoning |
Dust, Magma, Mud |
|
Fire |
Fire |
Magma, Smoke, Steam |
|
Water |
Cold |
Ice, Mud, Steam |
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