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.
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Posted Jun 7, 2020Wild Shape Changes - I do not understand what it means to be turned into an elemental creature. Does that mean you can turn into elementals of the appropriate CR? Or that you have the stats of a beast but are considered an elemental?
Elemental Infusion - this looks to be basically fire as a smite. Air is greatly underpowered for costing a spell slot. Earth needs rewording - does it become difficult terrain permanently? Water might be useful if you want to slow someone.
Druids do not want to attack with melee weapons as they only get one attack. So they would only do so to add the smite. It does not seem like a viable combat technique, especially at low levels when they have only 3 spell slots. If it were a melee attack, it would work with Primal Savagery cantrip.