Base Class: Druid
Druids of the five elements are powerful spellcasters that uses the elemental cycle to challenge the mightiest of foes.
Attune to Elements
When you choose this circle at 2nd level, you learn to attune yourself to one of the five elements. When you complete a long rest, choose one of Wood, Fire, Earth, Metal, or Water. Your choice grants you access to a cantrip as indicated on the Circle of the Five Elements Spells table. This choice will determine additional abilities at later levels.
Circle of the Five Elements Spells Table
| Druid Level | General | Wood | Fire | Earth | Metal | Water |
|---|---|---|---|---|---|---|
| Cantrip | thorn whip | firebolt | acid splash | sword burst | ray of frost | |
| 3rd | absorb elements | barkskin | scorching ray | spike growth | heat metal | melf’s acid arrow |
| 5th | elemental weapon | plant growth | fireball | meld into stone | conjure barrage | water breathing |
| 7th | elemental bane | grasping vine | fire shield | stoneskin | fabricate | control water |
| 9th | conjure elemental | tree stride | flame strike | wall of stone | animate objects | cone of cold |
Circle of the Five Elements Spells
Your mystical connection to the basic elements of nature infuse you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. Consult the Circle of Five Elements Spells table, you gain spells from the general list and your currently attuned element.
While you have 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.
Elementalist
Starting at 6th level, you gain resistance to a damage type depending on your attuned element. Consult the Elementalist Attunement table, you are resistant to the indicated damage type while you are attuned to the element.
Element Attunement Table
| Element | Resistance Type | Damage Type |
|---|---|---|
| Wood | Cold | Radiant |
| Fire | Poison | Fire |
| Earth | Lightning | Acid |
| Metal | Poison | Necrotic |
| Water | Fire | Cold |
Cycling Elements
At 10th level, when you deal damage to a creature using a spell of 1st level or higher, you may choose one creature that took damage. The chosen creature becomes primed with the power of the damage type that was dealt to it. For the next minute, if you deal damage of a different type to the primed creature, it takes additional damage from the original spell equal to 1d6 per level of the spell.
For example, if you strike a creature with scorching ray, a 2nd level spell dealing fire damage, and then use call lightning the following round against the same creature, it would immediately take an additional 2d6 fire damage.
You may only have 1 creature primed at a time, and choosing to prime a new creature immediately ends the effect on any other creature. You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Elemental Mastery
At 14th level, you can reinforce the elements powering your spells. When you prime a creature, as described in the Cycling Elements feature, with a spell that deals the damage type associated with your attuned element, as indicated in the Element Attunement table, the creature gains vulnerability to the triggering damage type until the end of your next turn.
Previous Versions
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12/2/2023 3:10:38 AM
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3
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2
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0.1
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Coming Soon
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