Druid
Base Class: Druid

While all druids have a connection to the elements and the earth yours is not one of a friend, it is one of master and servant.  You wield great power and are able to mold the world before you in a manner to your liking.  You wield the world as a master.  the earth responds to your commands and acts on your behalf.  You power even extends into the elemental planes; air, earth, water and wind bow at your feet.  What you do with that power depends on you.

Electric hands

You learn the cantrips shocking grasp and shillelagh

The weapon you cast shillelagh on is now is a ranged weapon with 30/60 range using your spell casting modifier.  It deals lightning damage instead of bludgeoning, in addition the damage of your shillelagh now increases by a d8 at 5th, 11th and 17th level.  The attack is considered magical.

Elemental Companion

Instead of wild shaping yourself you can use your wild shape to summon an elemental within 5 feet.  Your control the elemental (no action required) and it shares your initiative. The rules on the elemental that you can summon are the same as your wild shape regarding duration and CR.  As for swimming and flying they are not capable of it until you have reached the corresponding prerequisite druid level (4 for swimming and 8 for flying).  When your companion is near another creature you have advantage on attacks against that creature and they have disadvantage on saving throws on your spells.  You cannot have more than 1 elemental companion at a time.  You can dismiss your companion as an action or it disappears when you summon another one.

Elemental Waver

Your mastery over the elements lets you wield power over in a way no other druid can. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.

Once you gain access to a 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.

DRUID LEVEL SPELLS

3rd

shatter, acid arrow

5th

fireball, lightning bolt

7th

conjure minor elementals, storm sphere

9th

conjure elemental, cone of cold 

 

Empowered Companion

You now add your wisdom modifier to the armor class, attack rolls, damage rolls and DCs of your elemental companion, In addition it gets temporary hit points equal to your druid level x 2 and it's attacks are considered magical.

Fury of the Elements

Whenever you cast a spell level 1 or higher that deals acid, cold, fire, lighting, and thunder damage you add an additional damage die to the spell.  Example if you cast fireball at 5th level you roll 11d6 instead of 10d6. Or your flame blade will do an extra 1d6 damage every time it hits.

This benefit also applies to any elemental companions you have that deals elemental damage. For example the fire snake deals an addition 1d6 fire damage when touched.

Elemental Master

You elemental power breaks threw any defenses that creature have grained against elemental damage (acid, cold, fire, lighting and thunder).  If a creature is immune to the damage they are now considered resistant, if a creature originally is resistant that resistance is ignored.

If you choose to you can have all your elemental damage be ignored by your elemental companion.

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