Druid
Base Class: Druid

Those who follow the Circle of the Elements attempt to gain greater control of the raw power of the elements. Druids of this circle make a connection with a particular type of element and use their mystic energy to master it. They understand the importance of the elements in the world, as well as the necessity of balance between the elements and the other forces of the world. Unlike other druids who live in parts of the wilderness to improve their connection to nature, these druids often form communities where the elements are in their most present and violent form–scorching volcano, arctic tundras, and mountain peaks.

Members of this circle often act as guardians to the elemental planes or a protectors against elemental force on the material plane. However, some see their connection as a way to reinforce balance across the world, becoming adventures. 

Bonus Cantrip

When you choose this circle at 2nd level, you make a connection to a type of element: cold, fire, lightning or the earth. This element type is used in later features. You learn one additional druid cantrip of your choice that is connected to that type of element. If there is a cantrip that deals your type elemental damage, you may select it, even if it is not on the druid spell list.

Elemental Connection

When you choose this subclass, your connection to the elements gives you a greater understanding of the elements and their natures. When you cast a spell that deals a damage type from the following list, cold, fire, or lightning damage. You may instead change that damage type to one of the other listed elements, cold, fire, or lightning. 

You can use this feature a number of times equal to 1 + WIS Modifier. And regain all expended uses when you finish a long rest. 

Circle Spells

Your mystical connection to the elements grants you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the element you have bonded yourself to. Choose that element — Cold, Fire, Lightning, or Thunder — and consult the associated list of spells.

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. 


Connection to Cold
DRUID LEVEL SPELLS

3rd

Fog Cloud, Snilloc’s Snowball Swarm

5th

Sleet Storm, Slow

7th

Ice Storm, Resilient Sphere 

9th

Cone of Cold, Maelstrom 


Connection to Fire
DRUID LEVEL SPELLS

3rd

Heat Metal, Scorching Ray

5th

Fireball, Glyph of Warding

7th

Fire Shield, Wall of Fire

9th

Flame Strike, Immolation


Connection to Lightning
DRUID LEVEL SPELLS

3rd

Misty Step, Pass without Trace

5th

Haste, Lightning Bolt

7th

Freedom of Movement, Storm Sphere

9th

Mislead, Teleportation Circle


Connection to Earth
DRUID LEVEL SPELLS

3rd

Maximilian's earthen grasp, Earthbind

5th

Erupting earth, Wall of Sand

7th

Stone shape, Stoneskin

9th

Transmute Rock, Wall of Stone

 

Natural Acclimation

Starting at 6th level, your elemental connection has grown to such a point where you body has naturally adapted to your manipulation. You gain resistance in your chosen element type.

Cold Resistance
You gain resistance to cold damage.

Fire Resistance

You gain resistance to fire damage.

Lightning Resistance

You gain resistance to lightning damage.

Earth Resistance

You gain resistance to bludgeoning damage.

Convergence

Additionally, at 6th level, your mastery over the elements has developed to such a stage where you can pull in energy from around you. When you or another creature you can see within 30 feet of you is hit by a spell that deals either cold, fire, or lightning damage that you can see. You can immediately use your reaction to manifest a chain that siphons some of the damage they would take. Roll 2d8 + WIS Modifier and subtract the damage they would take by that much. And instead, gain temporary hit points equal to the number rolled

Immediately on your next turn, the temporary hit points gained from Convergence can be expended to deal additional damage on your next damage roll. The damage type is unchanged. Any temporary hit points remaining at the end of your turn are lost as they instead detonate from within you. And you instead take damage equal to your temporary hit points.

You can use this reaction twice, and you regain all expended uses when you finish a short rest.

The dice rolled increases by 1d8 when you reach, 11th level (3d8), and 17th level (4d8).

Elemental Wild Shape

At 10th level. Your manipulations of the elements have grown to such a state where you can surround yourself in raw elemental energy, transforming you. You can expend two uses of your Wild Shape to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. 

Summon Elemental

Starting at 14th level, the elemental spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of two Summon Elemental spells as if it were cast using a 4th-level spell slot. It summons two elementals of your choice. The conjured elementals appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). 

Once you use this feature, you can’t use it again until you finish a long rest.

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