Druid
Base Class: Druid

Rather than drawing power from just bestial aspects, druids of circle of elementals channel power from elemental planes and can take on powerful elemental forms at the cost of the greater diversity available to traditional shifters. Although the circle of elementals powers seem more outlandish and supernatural than those of others of their kind, they remain equally immersed in the druidic traditions; their focus is simply rooted in expressions of nature found in extraplanar regions: the planes of Air, Earth, Fire, and Water.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

Elemental Command

Starting at 2nd level, you can control elementals with your magical energy by sitting in meditation and connecting with an elemental plane. You choose one creature of the elemental creature type and summon it. After being summoned you must expend a minimum of one spell slot to have the summoned elemental make a wisdom saving throw against your spell save Dc or be under your command. You can expend one extra spell slot per your druid level, to a maximum of 3, to increase the Dc by 2. On a successful save this creature is hostile to you and will attack you before anything else. On a failed save it will follow your commands and goes on its own initiative during combat. This stays summoned for 4 hours even if you die

 

You can only summon an elemental of a Cr equal to or less than your druid level.

Circle Spells

Your mystical connection to the elemental planes infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.

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

fireball, lightning bolt

5th

sleet storm, hold monster

7th

freedom of movement, ice storm

9th

commune with nature, cone of cold 

 
 

Elemental Stride

Starting at 6th level, once per long rest, you can expend one use of your wild shape to gain a 30 ft. fly speed, a 30 ft. swim speed, or a 30 ft. burrow speed for 1 hour

In addition, you have advantage on saving throws against spells and effects with either lighting damage if you chose fly speed, cold damage if you chose swim speed, and acid damage if you chose burrow speed.

Elemental Ward

When you reach 10th level, you can’t be charmed or frightened by elementals, and you are immune to poison and disease.

as a reaction you can give yourself to fire, cold, acid, or lightning and thunder until your next turn.

Elemental syphon

When you reach 14th level, you can exploit yours and other elementals connection to the elemental planes. Whenever you see an elemental make an attack you can roll 1D10 and reduce the attack roll by that amount, if this would cause the attack to miss you can roll the damage dice of the attack and have yourself or an allied creature regain health equal to the number rolled. If the attack is aimed at you, you must roll 1d10  twice and take whichever roll is lower.

This ability can only be used a number of times per day equal to your proficiency bonus.

Comments

Posts Quoted:
Reply
Clear All Quotes