Druid
Base Class: Druid

You have begun a mastery of the elemental planes: Fire, Water, Air, and Earth. You call forth and take on the forms of these creatures. In addition, you are given training in how to infuse your weapon strikes with elemental weapon damage. 

Wild Shape Changes

When you take this Circle at 2nd level, your wild shape no longer transforms you into beasts. Instead, you transform into an elemental creature. You are still restricted to the Wild Shapes rules as a Druid.  

Elemental Infusion

When you reach 3rd level, you choose an Element: Air, Earth, Fire, or Water. When you hit a creature with a melee weapon attack, you can expend one spell slot to do an additional effect. The effect is based on what element you have chosen. 

When you reach 6th, 10th, and 14th level you choose another element to add to your infusions. 

Air

When you hit with a melee weapon, you can expend a spell slot to push the target back, in addition to the weapon's damage. The target must make a Strenght saving throw or be pushed back 10 feet for a 1st-level spell slot, plus 5-feet for each spell level higher than 1st, to a maximum of 25 feet.

Earth

When you hit with a melee weapon attack, you can expend one spell slot to make the ground around you difficult terrain. The ground in a 10- foot-radius around you, plus 5-feet for each spell level higher than 1st, to a maximum of 25-feet, is considered difficult terrain.

Fire

When you hit with a melee weapon, you can expend a spell slot to deal fire damage to the target, in addition to the weapon's damage. The extra damage is 2d8 Fire damage for a 1st-level slot, plus by 1d8 each spell level higher than 1st, to a maximum of 5d8.

Water

When you hit with a melee weapon attack, you can expend one spell slot to deal cold damage and reduce the target's speed, in addition to weapon damage. The extra damage is 1d8 cold for a 1st-level spell slot, plus 1d8 for each spell level higher than first, up to a maximum of 4d8. When the target takes this damage, its movement speed is also reduced by half until the end of its next turn.

Land's Stirde

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Elemental Wild Shape

Starting at 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Elemental Focus

Starting at 14th level, you no longer need to expend a 1st-level spell slot to activate your elemental infusions. You still need to expend a 2nd-level spell slot or higher to increase the effect.

Previous Versions

Name Date Modified Views Adds Version Actions
3/17/2019 10:37:20 PM
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3/18/2019 3:14:17 AM
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Circle Of The Elements Image

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