Base Class: Druid
A Druid of the Circle of the Elements bends the elemental powers to their will, but protects the delicate balance between the Elemental planes. Circle of Elements Druids are focused around spell slinging, functioning somewhat like a blaster, and eventually are able to use their Wild Shape ability to infuse their body with elemental power.
Elemental Affinity
Starting at 2nd level, you gain the ability to attune to an element, focusing its energies and binding it to your will. After you finish a short or long rest, you choose one of the following four elements; Earth, Fire, Water, or Wind. You gain benefits depending on the element you attune to.
Starting at 2nd level, you learn a cantrip associated with the attuned element, which does not count toward your cantrips known, and when you deal damage of the associated damage type, you add your wisdom modifier to the damage. The table of attunements are below:
Element Cantrip Damage type
Fire Fire Bolt r Fire
Earth Acid Splash l Acid
Water Ray of Frost r Cold
Wind Shocking Grasp r Lightning
Expanded Spell List
Starting at 2nd level, and at 3rd, 5th, 7th, and 9th, your understanding of elemental magic expands, granting you access to certain spells. Once you gain access to these spells you always have them prepared, and they do not 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.
Class Level Spells
2 Chromatic Orb, Feather Fall
3 Melf's Acid Arrow, Snilloc's Snowball Swarm
5 Lightning Bolt, Melf's Minute Meteros
7 Storm Sphere, Vitriolic Sphere
9 Cone of Cold, Flame Strike
Elemental Attunement
Starting at 6th level, you are able to form the elements around yourself as a form of protection. You gain benefits depending on the element attuned. The elemental attunement you choose also affects the beast shapes you take. The skin or fur of the creature will be infused with the element, such as a lion with a fiery mane, or a bear with stone armour plates across its body.
Earth: A layer of stone forms across your skin, making you resistant to attacks. Your base AC becomes 13 + your wisdom Modifier.
Fire: Fire runs through your veins and across your skin. When an enemy hits you with a melee attack, you may use your reaction to have the attacker make a dexterity saving throw, against your spell save DC. The attacker takes 1d6 fire damage on a failed save, or half as much damage on a successful one. At 10th level, the damage becomes 2d6 and at 14th level, 3d6.
Water: Streams of water swirl across your skin, allowing you to glide through the water and protecting you against assault. You gain a swim speed equal to your speed, and can breathe underwater. In addition, when an enemy makes a melee attack against you, you may use your reaction to form a shield of water between you and the attacker, giving the attack disadvantage.
Wind: Gentle gusts of wind swirls around you, providing you swiftness and protecting you from projectiles. Your speed is increased by 10ft, as zephyrs push you onward. Additionally, when an enemy makes a ranged weapon attack against you, you may use your reaction to impose disadvantage on that attack roll.
You can use the chosen element's reaction (if any) a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Elemental Kinship
Starting at 10th level, your connection to the Elemental Planes makes creatures from those domains to see you as one of their own. Creatures of the Elemental type regard you as friendly on first interaction. They may do small tasks for you without resistance and will assist you if in danger.
Additionally, when you summon an Elemental creature with a spell or ability, they respond to a call for help willingly, as opposed to being ripped from the elemental planes. And as such, when the concentration on the spell or ability ends, the creature will not become hostile, remaining friendly. Though they will not attack you, they may not follow your wishes anymore either.
Element Ascendancy
At 14th level, you gain the ability to infuse your body with the element you have attuned. As an action, you may expend a use of your Wild Shape feature to gain the benefits of one of the following spells corresponding to your attuned element. You are not casting these spells, so they do not require concentration. You may stay in this state for up to a number of hours equal to half your druid level (rounded down). You may end this ability as a bonus action at any time. This ability ends if you fall unconscious.
Fire: Investiture of Flame
Water: Investiture of Ice
Earth: Investiture of Stone
Wind: Investiture of Wind
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