Base Class: Druid
Circle of the Element Druid's are wielders of powerful and dangerous magic.
This order recognizes that nature is not only the beasts and plants of the world, it is also the elemental forces that shape the world itself.
Tapping into magic drawn from the elemental planes of Fire, Water, Air and Earth, these druids bring the raw, uncontained fury of the elements to bear against their foes.
Elemental Knowledge
When you learn this circle at 2nd level, you can learn two cantrips of your choice that deal fire, cold, lightning or thunder damage. They count as Druid spells for you.
In addition, you can speak, read, and write Primordial.
Primal Channeling
When you use your Wild Shape feature, you can channel an element through yourself rather than transforming.
As a bonus action you gain temporary hit points equal to twice your Druid level, and must choose fire, water, air or earth for an additional benefit. You may not channel the same element twice until you have completed a short rest.
Fire. Any spells that you cast that deal fire damage deal additional damage equal to your Wisdom modifier. In addition, when you roll fire damage for a spell, you can reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You take 1d4 fire damage for each die you choose to reroll.
Water. When you cast a spell of 1st level or higher that deals cold damage or conjures water (such as tidal wave), you regain a number of hit points equal to your Wisdom modifier.
Air. Your speed increases by 10 feet. In addition, anytime you move a creature against it's will using a spell, that creature takes lightning damage equal to your Wisdom modifier.
Earth. Your AC increases by 2, and any spells you cast that deal bludgeoning damage deal additional damage equal to your Wisdom modifier.
These benefits last for 10 minutes, until you become incapacitated, or until you use your Wild Shape again.
Circle Spells
The flow of the elements through you grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Elements table.
Once you gain access to one of these spells, 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 in the druid spell list, the spell is nonetheless a druid spell for you.
Reactive Absorption
Beginning at 6th level, you can absorb incoming elemental energy, lessening it's affect on you and storing it as a shield.
As a reaction, to taking cold, fire, thunder or lightning, you gain resistance to the triggering damage type until the start of your next turn.
In addition, the first creature to hit you with a melee attack before the end of your next turn takes 2d6 damage of the triggering damage type.
Empowered Channel
When you reach 10th level, your Primal Channel makes you more in sync with the elements.
You gain an additional effect based on the elemental type you are channeling.
Fire. You gain resistance to cold and fire damage.
Water. At the start of each of your turns, two creatures of your choice within 10 feet of you regain a number of hit point equal to your Wisdom modifier.
Air. Your speed increases by an additional 10 feet, and your movement does not provoke opportunity attacks.
Earth. The first time each round you take bludgeoning, piercing, or slashing damage, the damage you take is reduced by your druid level.
Elemental Mastery
At 14th level, you learn to manipulate multiple elements simultaneously, at great cost to yourself.
As a bonus action, you can expend two uses of your Wild Shape at the same time to channel two elements, gaining all of the related benefits from your features. If you do so, when your channel ends, you gain a level of Exhaustion.
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