Druid
Base Class: Druid

Within the secretive groves and hidden sanctuaries of the world, the Circle of the Primordial gathers, its members devoted to understanding and embodying the pure, unfettered essence of the elemental chaos. These druids, through ancient rites and deep communion with the natural world, have uncovered the means to transform themselves into avatars of the primordial elements, becoming living embodiments of creation's rawest forms.

Primal Gifts

Your affinity for the elements grants you proficiency with nature checks.

Primordial Attunement

2nd-level Circle of the Primordial feature

You forgo the traditional path of Wild Shape, instead embracing the ancient and elemental essence of the world itself. Through deep meditation and a profound connection to the raw forces that predate creation, you unlock the ability to attune your spirit and form to the Primordial energies— the fundamental forces that constitute the very fabric of existence.

Attunement:

As a bonus action choose to attune to one of the elemental essences: Water, Fire, Earth, or Air. Each essence grants unique benefits and augments your physical form to embody the chosen elements power. Each element also grants access to a spell list associated with that element in exchange for losing access to all other spells. You can use Attunement a number of times equal to 1 + your proficiency bonus, regaining expended uses upon finishing a short or long rest. Attunement lasts for 1 hour during which you gain the benefits related to the chosen element.

Water Attunement

You attune to the essence of water, becoming a vessel for its restorative flow. While attuned, you gain access to a list of water-based spells. This list encompasses spells renowned for their capacity to harness the nurturing and cleansing power of water, focusing predominantly on healing, restoration, and protection. Through this attunement, you channel the life-giving force of water, weaving spells that mend wounds, purify the afflicted, and shield the vulnerable, embodying water's role as the source of life and renewal.

Benefits: 

Aquatic Adaptation: Gain a swimming speed equal to twice your walking speed and the ability to breathe underwater.

Tidal Grace: Your healing spells restore additional hit points equal to your Wisdom modifier. 

Mistguard Veil: Once per attunement, when an ally within 60 feet of you takes damage, you can use your reaction to envelop them in a protective shield of condensed moisture, reducing the damage by an amount equal to your Druid level + your Wisdom modifier.

LEVEL SPELLS
2nd frostbite, ray of frost, ice knife, healing word
3rd snilloc's snowball swarm, healing spirit, prayer of healing
5th mass healing word, haste, wall of water, water breathing, water walk
7th ice storm, greater restoration, freezing sphere, mass cure wounds, control water
9th cone of cold, freezing sphere
11th investiture of ice, otiluke's freezing sphere, wall of ice, heal
13th regenerate
15th tsunami
17th mass heal

Fire Attunement

You attune to the essence of fire, becoming a conduit for flames wrath. While attuned, you gain access to a list of fire-based spells. This list includes spells known for their ability to wield the destructive and purifying essence of flame, focusing solely on dealing as much damage as possible. 

Benefits:

Illumination: Shed bright light in a 20-foot radius and dim light for an additional 20 feet. 

Blazing Speed: Increase the your movement speed by 10 feet.

Ember's Fury: Your spells that inflict fire damage deal addition damage based on you druid level. At 2nd level you gain an addition 1d4 6th level it increases to 1d6 10th level it increases to 1d8 14th level it increases to 1d10. 

DRUID LEVEL SPELLS
2nd fire bolt, create bonfire, produce flame, burning hands
3rd flaming sphere, scorching ray, aganazzar's scorcher, dragon's breath, heat metal, flame blade, pyrotechnics
5th fireball, flame arrows, melf's minute meteors, haste
7th fire shield, wall of fire
9th flame strike, immolation
11th investiture of flame, disintegrate
13th fire storm
15th incendiary cloud
17th meteor swarm

Earth Attunement

You attune to the essence of earth, becoming an embodiment of the terrain's might. While attuned, you gain access to a list of earth-based spells. This list highlights spells with the capacity to invoke the enduring and formidable nature of the earth, concentrating primarily on defense, strength, and control. Through this attunement, you harness the unyielding force of stone and soil, casting spells that fortify and protect, manipulate the land to your advantage, and entrap or impede foes, demonstrating earth's role as the foundation upon which all stands.

Benefits

Earthen Bulwark: Gain an increase to your AC equal to your wisdom modifier.

Tremor Sense: Gain the ability to sense vibrations through the ground, granting you tremor sense out to a range of 30 feet. This benefit allows you to detect and pinpoint the location of creatures that are in contact with the ground, even when you cannot see them.

Boulder's Resilience: Gain advantage on constitution saving throws. 

DRUID LEVEL SPELLS
2nd magic stone, shillelagh, catapult, earth tremor, mold earth, thorn whip, entangle
3rd barkskin, earth tremor, dust devil, maximilian's earthen grasp,  earthbind, spike growth
5th meld into stone, plant growth, slow, wall of sand
7th stoneskin, stone shape, grasping vine
9th transmute rock, hold monster, wall of stone passwall, wrath of nature
11th bones of the earth, flesh to stone, investiture of stone, move earth
13th reverse gravity
15th earthquake
17th invulnerability

Air Attunement

You attune to the essence of air, becoming an avatar of the zephyr's breath. While attuned, you gain access to a list of air-based spells. This list encompasses spells renowned for their ability to harness the elusive and forceful nature of the wind, focusing primarily on manipulation and control. Through this attunement, you channel the boundless freedom of air, weaving spells that displace and buffet foes, offer swift mobility, and command the skies, embodying air's role as the unseen force that shapes the world.

Benefits:

Cloud Walker: Gain a flying speed equal to your walking speed.

Gale's Agility: Gain Advantage on Dexterity saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Skybound Sorcery: You can cast spells with verbal or somatic components while flying without needing to make concentration checks to maintain your altitude

DRUID LEVEL SPELLS
2nd shocking grasp, thunderclap, thunderwave, gust
3rd shatter, gust of wind, warding wind, blur, kinetic jaunt, skywrite, vortex warp
5th call lightning, thunder step, lightning bolt, wind wall
7th storm sphere, freedom of movement, dimension door
9th control winds, steel wind strike, telekinesis
11th chain lightning, investiture of wind
13th whirlwind
15th control weather
17th storm of vengeance

Elemental Fury

6th-level Circle of the Primordial feature

When using your Primordial Spellcasting feature in your primordial forms, your spells bypass resistance to the damage type associated with your current form. If a creature is immune to the damage type, they are instead treated as having resistance to it. This represents your mastery over the primal elements, enabling you to unleash their raw power against even the most resistant foes.

Primordial Aegis

10th-level Circle of the Primordial feature

You gain resistance to the damage type associated with the elemental form you embody . This reflects your profound attunement and harmony with the primal forces, allowing your body to naturally mitigate the harm from elemental energies.

Primal Incarnation

14th-level Circle of the Primordial feature

You gain unlimited uses of Primal Attunement. In addition, once per long rest, you can activated this feature to combine two different Elemental Essences gaining both spell lists and benefits.

Circle Of The Primordial Image

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