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.
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