Druid
Base Class: Druid

Melee focused druid with totems in lieu of wild shapes. Frontline dps / support

Circle Spells

Your mystical connection to the elements infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 11th level you gain access to circle spells connected to the elements.

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.

Druid Level Spells

3rd

augury, maximilian's earthen grasp

5th

clairvoyance, lightning bolt

7th

divination, storm sphere

11th

chain lightning, word of recall

Disciple of the Elements

2nd-level Circle of the Elements feature

You know Primordial, the language of the elements.

You have learned how to manipulate the four elements in subtle ways. You learn one of the following elemental cantrips: control flames, gust, mold earth, or shape water. You learn the remaining cantrips at 6th 10th, and 14th level.

Control Flames

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Gust

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Mold Earth

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shape Water

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Totem

2nd-level Circle of the Elements feature

You’ve created a totem as part of your elemental studies. It is a Small object and can serve as a spellcasting focus for your druid spells.

The totem has an AC of 13 and a number of hit points equal to five times your druid level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points.

If you lose the totem, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous totem.

Empower Totem

2nd-level Circle of the Elements feature

As a bonus action you can expend a use of your Wild Shape feature to lay the totem on the ground and empower it with an element, rather than transforming into a beast.

The totem lasts empowered for 1 minute and ends early if you dismiss it (no action required), are incapacitated, die, use this feature again, or if the totem is reduced to 0 health.

While it lasts, the totem cannot be moved, you can use a free hand as your spellcasting focus, and can choose one of the following forms; your choice gives you certain benefits:

Earthbind Totem. The totem binds creatures to the ground with the force of gravity. When you empower the totem, and as a bonus action on your subsequent turns while it lasts, you can choose a number of creatures equal to your Wisdom modifier (minimum of 1) within 30 feet of the totem. The chosen creatures have their speed halved.

Searing Totem. The totem shoots balls of fire. When you empower the totem, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack originating from the totem's space, hurling a fiery bolt that targets one creature you can see within 60 feet of the totem. On a hit, the attack deals fire damage equal to 1d8 + your Wisdom modifier.

Healing Stream Totem. The totem spurts restorative water. When you empower the totem, and as a bonus action on your subsequent turns while it lasts, choose a number of creatures equal to your Wisdom modifier (minimum of 1) within 30 feet of the totem. The chosen creatures gain temporary hit points equal to your druid level.

Tranquil Air Totem. The totem brings tranquility into your mind. While it lasts, all creatures of your choice within 30 feet of the totem can add your Wisdom modifier to all Intelligence or Wisdom checks, and Constitution saving throws made to maintain concentration.

Infuse Weapon

6th-level Circle of the Elements feature

Whenever you finish a short or long rest, make a choice. Until you finish your next short or long rest, you can infuse your weapon with one of the elements:

Earthliving Weapon. Whenever you cast a spell using a spell slot that restores hit points to a creature while holding the infused weapon, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

Flametongue Weapon. For the duration, the infused weapon deals an extra 1d6 fire damage and sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Frostbrand Weapon. For the duration, when you damage a creature that is concentrating on a spell with the infused weapon, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Windfury Weapon. Your movement speed is increased by 5 feet while holding the infused weapon. Any melee weapon attack roll you make with it is a critical hit on a roll of 19 or 20 on the d20. When you land a critical hit with it, make two extra melee weapon attacks with the infused weapon. The extra attacks cannot cause additional attacks.

Totemic Mastery

10th-level Circle of the Elements feature

The range of your totems is doubled and their magnitude improves:

  • When you empower the Earthbind Totem, and on your subsequent turns while it lasts, you can choose one creature affected by the totem. It must succeed on a Constitution saving throw against your spell save DC or be knocked prone.
  • The 1d8 of the Searing Totem becomes 2d8.
  • When you empower the Healing Stream Totem, and on your subsequent turns while it lasts, you can choose one creature affected by the totem and end one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • When you empower the Tranquil Air Totem, and on your subsequent turns while it lasts, you can choose one willing creature affected by the totem. While in range, the creature has a flying speed equal to its walking speed and can hover. This feature can affect only one creature at a time.

Moreover, as an action while your totem is active, you can empower it with a different element.

Avatar of the Elements

14th-level Circle of the Elements feature

As an action, you can call forth an elemental servant for 10 minutes. Choose an area of air, earth, fire, or water that fills a 10-foot cube within 90 feet of you. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The DM has the elemental’s statistics. The elemental disappears when it drops to 0 hit points or when its time runs out.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

Once you use this feature, you can't do so again until you finish a long rest.

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