Base Class: Druid
Water. Earth. Fire. Air.
Long ago, the four elements lived together in harmony. Then, everything changed when the fire elementals attacked. Only the druids, master of all four elements, could stop them, but when 5th-Edition needed them most, they vanished.
A hundred years passed and my brother and I discovered the hidden grove of Kibblestasty, a brilliant 3rd-Party content creator with numerous subclasses and spells to his name. And although their creative genius is great, they have a lot more to offer before they can save WotC from themselves.
But I believe this subclass can save the world.
The Circle of Elements allows druids to deeply tap the purest primal powers, unleashing devastating elemental powers that reshape the battlefield. These druids follow ancient practices drawing on the oldest and most primal forms of power, feeling a deep connection to the untamed power to the raw forms of these powers.
Circle Spells
You have formed a connection to the elements. Your link with this primordial force grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Elements Spells table.
Once you gain access to one of these spells, 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.
Also, your mystical connection to the primal powers allows you to learn additional elemental spells. When you choose this archetype at 2nd level, you may choose one elemental cantrip.
Circle of Wildfire Spells
| Druid Level | Spells |
|---|---|
| 2nd | crashing wave, violent updraft |
| 3rd | earth ripple, shattered shield |
| 5th | flamethrower, seismic wave |
| 7th | geyser, jumping jolt |
| 9th | fissure, tornado |
| 11th | mudslide, volcanic burst |
| 13th | blizzard |
| 17th | form of the elements |
Invoke Elements
2nd-level Circle of Elements feature
When you choose this circle at 2nd level, you can speak, read, and write primordial, the language of the elements. You also gain an alternate use for Wild Shape. As a bonus action, you can expend a use of your Wild Shape to invoke primal powers to manifest elemental forces at a point within 60 feet. When you invoke this power, select an element to invoke, which has a different effect.
- Air: Coalesced Lightning. When you manifest the power, and as a bonus action on subsequent turns, you can force one creature within 30 feet of the point to make a Dexterity saving throw, or be struck by an arc of lightning, taking 1d6 + your Wisdom modifier damage.
- Earth: Stone Pillar. When you manifest the power, a stone eruption fills an unoccupied space within 5 feet of the point, rising up to 10 feet and blocking the space. It has an AC of 16 and hit points equal to your Wisdom modifier + your druid level. The pillar is three quarters cover for creatures behind it. It becomes difficult terrain when destroyed.
- Fire: Wildfire. The area within 5 feet of the point is filled with flames. Creatures that start their turn in the area take 1d6 fire damage.
- Water: Icy Blizzard. The area within 5 feet of the point is filled with an icy storm of sleet, becoming difficult terrain.
You can move an elemental manifestation up to 20 feet on subsequent turns as a bonus action. If you move a stone pillar, the pillar is destroyed and you can create a new pillar.
Instead of moving a Wildfire or Icy Blizzard, you can expand their radius by 5 feet as a bonus action, up to a number of times equal to your proficiency bonus. Their radius is reset to the base size if you move them. You are unaffected by the effects of your own elemental manifestations (though cannot move through stone pillars you create unless otherwise able to).
The manifested elemental lasts for 1 minute, ending early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Obligatory 3rd-level Druid feature
3rd-level Circle of Elements feature
Since D&D Beyond requires a 3rd level feature for druids despite the class not having one, have a small reward: You are proficient with Nature ability checks and can speak, read, and write Primordial, the language of the elements.
Primal Sculpting
6th-level Circle of Elements feature
Starting at 6th level, when deal bludgeoning, cold, fire, or lightning damage with Invoke Elements or a druid spell, you can choose a number of creatures equal to your proficiency bonus that you can see to exclude from the effect. These creatures automatically pass their saving throw (if applicable) against the effect, and take no damage from the effect.
Paraelemental Manifestations
10th-level Circle of Elements feature
When you invoke an element, you can expend 2 uses of Wild Shape to invoke two elements at once in the same area. The effect has a radius of 5 feet, or the biggest radius of the effects that makes it up if larger than 5 feet, and gains the effects of both manifestations, plus an additional effect based on the combination:
Paraelemental Manifestations
| ELEMENTAL COMBINATIONS | Air | Earth | Fire | Water |
| Air | Dust | Smoke | Fog | |
| Earth | Dust | Magma | Mud | |
| Fire | Smoke | Magma | Steam | |
| Water | Fog | Mud | Steam |
Dust: Dust Cloud. The area within 10 feet of the point becomes heavily obscured. Creatures attempting to speak in the area must make a Constitution saving throw against your spell save DC, or be muted until the start of their next turn or they exit the dust cloud. You can expand or move this Dust Cloud with your Invoke Elements feature.
Fog, Smoke, or Steam: Obscuring Cloud. The area has the effect of both contributing powers. In addition, the area covered by Wildfire or Icy Blizzard also becomes heavily obscured.
Mud: Mud Mire. The area within 5 feet of the point is filled with thick icy mud, creating difficult terrain. The difficult terrain generated on the ground requires an additional foot of movement for each foot of movement through it. You can expand or move this Mud Mire with your Invoke Elements feature.
Magma: Magma Pillar. Has the effect of Stone Pillar, but additionally creatures that start their turn within 5 feet of the stone pillar take 1d6 fire damage and creatures that hit the magma pillar with a melee attack take 2d6 fire damage.
Empowered Manifestations
10th level Circle of Elements feature
Your control over the elements allows for more intense conditions. The damage of the Coalesced Lightning, Wildfire, and Magma Pillar all increase by 1d6.
Elemental Adaptation
14th-level Circle of Wildfire feature
Starting at 14th level, when you complete a short or long rest, you can gain resistance to one damage type from the following list until your next short or long rest: cold, fire, or lightning.
When you have resistance to cold damage you can see through the obscurement of steam or fog. When you have resistance to fire damage from this feature, you can see through the obscurement of steam or smoke. When you have resistance to lightning damage you can see through the obscurement of dust, smoke, or steam.
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