Druid
Base Class: Druid

Druids of the Circle of the Elements expand their knowledge further beyond the natural world immediately around them, reaching the primordial magic of the elemental planes. This circle is made up of guardians and protectors that harness and utilize the very essence of nature's ability to heal, create, and destroy. This Circle is dedicated to the study of, and communion with the elemental forces of nature.

Bonus Cantrips

2nd-level Circle of the Elements feature

You learn an additional druid cantrip of your choice, plus an additional cantrip from among the following options: Acid Splash, Fire Bolt, Ray of Frost, Shocking Grasp or Thunderclap. If the chosen cantrip from among these options doesn’t appear on the druid spell list, it counts as a druid cantrip for you. Neither of these additional cantrips counts against the number of druid cantrips you know.

Circle Spells

2nd-level Circle of the Elements feature

Your link with the elements of nature grants you access to some spells when you reach certain levels in this class, as shown in the Circle of the Elements Spells 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 on the druid spell list, the spell is nonetheless a druid spell for you.

 

Circle of the Elements Spells
DRUID LEVEL SPELLS
2nd absorb elements, faerie fire
3rd acid arrow, shatter
5th fireball, protection from energy
7th elemental bane, fire shield
9th conjure elemental, cone of cold

Elemental Aura

2nd-level Circle of the Elements feature

As a bonus action on your turn, you can expend a use of your Wild Shape feature to manifest an aura of primordial magic around you, rather than transforming into a beast. The aura lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you manifest your aura, choose one of the following damage types: acid, cold, fire, lightning or thunder. While your aura remains active, you gain resistance to the chosen damage type and when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 1d8 damage of the chosen type on a failed saving throw, and half as much damage on a successful one.

Additionally, when you activate this aura, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack targeting one creature within 60 feet of you. On a hit, the attack deals damage of the chosen type equal to 1d8 + your Wisdom modifier.

The damage dealt by both the reaction and the bonus action features increases by 1d8 when you reach 6th level (2d8), 10th level (3d8), 14th level (4d8) and 17th level (5d8).

Elemental Connection

3rd-level Circle of the Elements feature

Your attunement to the elemental planes allows you to better communicate with the forces of nature. You can speak, read and write Primordial and any of its dialects (Aquan, Auran, Ignan and Terran).

Healing Force

6th-level Circle of the Elements feature

Your connection to the forces of creation allows you to restore the vitality of those around you. While your Elemental Aura is active, whenever you cast a spell of 1st-level or higher that restores hit points to a creature, you or another creature of your choice within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

This healing increases by 1d8 when you reach 10th level (2d8), 14th level (3d8) and 17th level (4d8).

Warding Aura

10th-level Circle of the Elements feature

You have advantage on saving throws against being charmed or frightened, and can’t be charmed or frightened by elementals or fey. Additionally, while your Elemental Aura is active, this effect extends to friendly creatures within 30 feet of you.

Primordial Control

14th-level Circle of the Elements feature

While your Elemental Aura is active, you have immunity to the chosen damage type, instead of resistance.

Moreover, at the start of each of your turns while your aura is active, you can change the chosen damage type.

Comments

Posts Quoted:
Reply
Clear All Quotes