Druid
Base Class: Druid

Elementalists believe in the superiority of their chosen element above all others, and they aren’t shy about making that fact known. Elementalists are sometimes secluded researchers, but more often they’re adventurous types who sign on with groups that can appreciate their singular talents.

Bonus Cantrip

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

Enhanced Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to your druid level, and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

Elemental Infusion

Your mystical connection to the elements 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 element that influenced your druid path. Choose that type — pyromancer, cryomancer, hydromancer, aeromancer, geomancer, malimancer, priomancer — 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.

Pyromancer - Calling upon the power of fire and flame
Druid Level Spells

3rd

Burning Hands, Hellish Rebuke

5th

Aganazzer's Scorcher, Continual Flame, Heat Metal, Scorching Ray

7th

Fireball, Minute Meteors

9th

Fire Shield, Wall of Fire

Cryomancer - Calling upon the powers of ice and snow
Druid Level Spells

3rd

Armor of Agathys, Frost Fingers, Ice Knife

5th

Hold Person, Snowball Swarm

7th

Sleet Storm, Slow

9th

Fire Shield, Ice Storm

Hydromancer - Calling upon the powers of water
Druid Level Spells

3rd

Create or Destroy Water, Fog Cloud

5th

Air Bubble, Misty Step, Mirror Image

7th

Create Food and Water, Tidal Wave, Water Breathing, Water Walking

9th

Control Water, Watery Sphere

Aeromancer - Calling upon the power of the air and wind
Druid Level Spells

3rd

Featherfall, Thunderwave

5th

Dust Devil, Gust of Wind, Levitate, Shatter, Warding Wind

7th

Call Lightning, Fly, Lightning Bolt, Gaseous Form, Thunderstep, Wind Wall

9th

Storm Sphere, Freedom of Movement

Geomancer - Calling upon the power of the earth
Druid Level Spells

3rd

Earth Tremor, Entangle

5th

Earthbind, Barkskin, Earthen Grasp

7th

Erupting Earth, Meld Into Stone, Plant Growth, Speak with Plants

9th

Grasping Vine, Guardian of Nature, Stone Shape, Stoneskin

Malimancer - Calling upon the powers of poison and acid
Druid Level Spells

3rd

Detect Poison and Disease, Ray of Sickness, Caustic Brew

5th

Acid Arrow, Protection from Poison, Ray of Enfeeblement

7th

Stinking Cloud, Fear, Bestow Curse

9th

Vitriolic Sphere, Giant Insect

 
Priomancer - Calling upon multiple elements
DRUID LEVEL SPELLS

3rd

Absorb Elements, Chromatic Orb

5th

Dragons Breath, Invisibility

7th

Elemental Weapon, Protection from Energy, Pulse Wave

9th

Conjure Minor Elementals, Elemental Bane, Confusion

 
 

Element Empowerment

 

You are resistant to one damage type of your choice between the following; acid, poison, fire, cold, lightning, thunder, force, magical bludgeoning, magical piercing. The damage type that you choose also enhances your own magic of the same type. When you deal damage of the same type as you have resistance towards, you deal an additional damage dice of the same type in that attack. In addition, the damage type that you selected bypasses resistance and immunity to that damage type. 

Nature’s Ward

Starting at 10th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Nature’s Sanctuary

At 14th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. You may have this power manifest as an aspect of your favored element - having your hair become like flames, your eyes crackle with lightning, your voice booms with thunder, your skin and form moves like water, you bleed black or green poison when attacked, or some other aspect that makes sense for your character.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures have disadvantage on saving throws against your spells

Once you use this feature, you can't use it again until you finish a long rest.

Circle Of The Elementalist Image

Comments

Posts Quoted:
Reply
Clear All Quotes