Base Class: Druid
Druids of the circle of the 4 Elements are wise guardians of the precarious balance of the 4 elements. These Druids meet at the various places where substancial amounts of the
elements can be found, such as waterfalls, mountaintops or even volcanos. As a member of this circle, your primal magic is particularly influenced by the inner planes and the prime material plane itself. While every Druid seeks to preserve the balance of the elements, your circle regards this task as their greater purpose.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional cantrip. Choose from Gust, Shape Water, Mold Earth or Control Flames.
Elemental Fond of Magic
At 2nd level, you can convert your magical energies onto a magical wellspring of elemental force. As a bonus action, you can expend a use of your Wild Shape feature to convert spell slots to Elemental Points. The spell slots can have a combined level that is equal or less then your Druid level. You cannot convert a spell slot of 6th level or higher. Any elemental point you create with this feature vanishes when you finish a long rest.
Spell Slot Level Elemental Points
1 2
2 3
3 5
4 6
5 7
Disciple of the Elements
When you choose this circle at 2nd level, you learn magical disciplines that harness the power of the four elements. All disciplines short of the Elemental Attunement discipline require you to spend elemental points each time you use them. You know the Elemental Attunement discipline and two other elemental disciplines of your choice, which are detailed in the “Elemental Disciplines” section in the Player ́s Handbook at the Way of the 4 Elements monastic tradition (you use Elemental Points instead of Ki, however, the amount needed stays the same) or the additional disciplines below. You learn two additional elemental disciplines of your choice at 6th, 10th, and 14th level, although you can learn disciplines with the 11th level required by level 10 an disciplines with the 17th level required by level 14.
Whenever you gain a level in this class, you can replace one elemental discipline with another discipline that suits your level. Finally, should you use the Fangs of the Fire Snake discipline, you can make either a melee weapon attack with a weapon that is affected by the Shillelagh spell or a melee attack with an attack granted by your Wild Shape feature instead of an unarmed strike.
Additional Elemental Disciplines:
Float like a Feather. You can spend 1 Ki-Point to cast Feather Fall
Move the Mountain (17th Level Required). You can spend 5 Ki-Points to cast Transmute Rock.
Poison of the Fire Snake (6th Level Required). You can spend 3 Ki-Points to cast Scorching Ray.
Ride the Waves (11th Level Required). You can spend 4 Ki-Points to cast Water Walk.
Shake the Valley. You can spend 2 Ki-Points to cast Earth Tremor.
Spin the Winds (6th Level Required). You can spend 3 Ki-Points to cast Dust Devil.
Unravel the Depths (17th Level Required). You can spend 5 Ki-Points to cast Control Water.
Yeet the Heat [Sorry, guys, I couldn´t resist] (6th Level Required). You can spend 3 Ki-Points to cast Flaming Sphere.
Spells and Elemental Points
Druid Level Maximum Elemental Points for a Discipline
1 - 4 2
5 - 8 3
9 - 12 4
13 - 16 5
17 - 20 6
Elemental Attunement
You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:
- Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
- Instantaneously light or snuff out a candle, a torch, or a small campfire.
- Chill or warm up to 1 pound of nonliving material for up to 1 hour.
- Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Float like a Feather
You can spend 1 Ki-pointe to cast Feather Fall.
Move the Mountain
You can spend 5 Ki-Points to cast Transmute Rock.
Poison of the Fire Snake
You can spend 3 Ki-Points to cast Scorching Ray.
Ride the Waves
You can spend 4 Ki-Points to cast Water Walk.
Shake the Valley
You can spend 2 Ki-Points to cast Earth Tremor.
Spin the Winds
You can spend 3 Ki-points to cast Dust Devil.
Unravel the Depths
You can spend 5 Ki-Points to cast Control Water.
Yeet the Heat
You can spend 3 Ki-Points to cast Flaming Sphere.
Ward of the Elements
At 6th Level, you learn the Absorb Elements spell. Also, you can use 1 Elemental Point to either cast Absorb Elements as a reaction or give yourself resistance to 1 damage type for 1 hour as a bonus action, choosing from fire, cold, lightning, thunder, acid or bludgeoning damage.
However, the resistance to bludgeoning damage only applies to damage caused by wind, earth or water (which can include fall damage at the DM ́s discretion). You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Elemental Wild Shape
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. Once per long rest, if you only have one use of Wild Shape left because you used the other use for your Elemental Fond of Magic feature, you only need to expend one use for Elemental Wild Shape.
Mastery of the Balance
At 14th Level, you learn the Investiture of Flame, Investiture of Ice, Investiture of Stone and Investiture of Wind spells. Once per long Rest, you can cast one of these spells without spending a spell slot. You can also cast one of these spells by spending 8 Elemental Points.
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