Base Class: Druid
Druids of the Circle of the Four Element believe that harnessing the four elements is the only true way to become one with nature. They bend the elements at will, Invoking the elements to imbue themselves with the Elemental powers.
This circle weave the four primal forces: earth, air, fire, and water. To them, nature is not only the forest, the beasts, and the sky, but also the roiling magma under the ground, the roaring gale at sea, and the crushing weight of stone. They believe that harmony with nature is only possible when all the elements are embraced, balanced, and guided. They believe each element tempers the others. fire must not consume unchecked, water must not erode endlessly, air must not scatter without anchor, and earth must not stagnate.
Level 3: Elemental Empowerment
Whenever you finish a Long Rest, choose an Element to empower yourself with for the day: Air, Earth, Fire, or Water. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Air
| Druid Level | Circle Spells |
|---|---|
| 3 | Misty Step, Shocking Grasp, Feather Fall |
| 5 | Lightning Bolt |
| 7 | Storm Sphere |
| 9 | Conjure Elemental |
Earth
| Druid Level | Circle Spells |
|---|---|
| 3 | Mold Earth, Earth Tremor, Barkskin |
| 5 | Erupting Earth |
| 7 | Stoneskin |
| 9 | Transmute Rock |
Fire
| Druid Level | Circle Spells |
|---|---|
| 3 | Burning Hands, Fire Bolt, Scorching Ray |
| 5 | Fireball |
| 7 | Fire shield |
| 9 | Flame Strike |
Water
| Druid Level | Circle Spells |
|---|---|
| 3 | Create or Destroy Water, Cure Wounds, Ray of Frost |
| 5 | Tidal Wave |
| 7 | Watery Sphere |
| 9 | Mass Cure Wounds |
Level 3: Elemental Invocation
As a Magic action, you can expend a use of Wild Shape to Invoke the elements and infuse yourself with Elemental Energy rather than shape-shifting.
While in your elemental form, you retain your game statistics, but your body becomes imbued in your chosen elemental power. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
Whenever you assume your Elemental form, choose which of the following elements permiates through your body; your choice gives you certain benefits while in the form.
Air. You feel the wind start to flow around your body. When you activate this form, Any time you deal lightning damage to an enemy they are surrounded by Static Electricity for 1 minute. If an enemy is inflicted by Static Electricity and is within 5 feet of someone who recieves lightning damage (including the target) they take an additional 1d4 Damage. The damage increases by 1d4 when you reach levels 7 (2d4), 11 (3d4), and 17 (4d4).
Earth. You feel the power of the earth flow up through your feet, hardening your skin like rock. When you activate this form, you gain 1 AC and temporary hitpoints, equal to your Proficency Bonus. In addition while in this form, if you choose not to use any movement on your turn, you can channel the earth as a bonus action restoring any temporary hitpoints you have lost
Fire. Your feel warm as your body is wreathed in Flame. When you activate this form, your fire damage is enhance causing enemies to become flammable and take the Burning condition. This form also sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Water. You feel water flowing through you, soothing your bruises and mending your wounds. When you activate this form your 1st level or higher spells that restore hit points bounce to one additional target within 15 feet.
Level 6: Elemental Overload
Your ability to commune with the elements strengthens allowing you to overload your Elemental Invocations with the power granted to you by your current Elemental Empowerment
Air
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to unleash a Thunderstorm causing the creature to make a Dexterity saving throw. The creature takes 1d8 Thunder damage and is pushed up to 10 feet away from you. Your movement speed is also increased by 10 Feet
Earth
Moving through nonmagical Difficult Terrain costs you no extra movement. You can also attack twice, instead of once, whenever you take the Attack action on your turn.
Fire
When you target an enemy that is Burning with a spell that deals fire damage you score a critical hit on a roll of a 19 or 20. If an enemy rolls a natural 1 when making a saving throw against a spell that deals fire damage, deal damage as if the spell was a critical hit
Water
Whenever you heal a creature you also heal yourself for 1d6 plus your Wisdom Modifier. Also your Swim Speed is equal to your movement speed
Level 10: Resistant to the Elements
You have Resistance to a damage type associated with your current Elemental choice in the Circle Spells feature. You can now also choose to change your Elemental Empowerment once per long rest whenever you take a short rest.
Air
You have Resistance to Lightning damage.
Earth
You have Resistance to Poison damage.
Fire
You have Resistance to Fire damage.
Water
You have Resistance to Cold damage.
Level 14: Investiture of the Elements
You can cast an Investiture spell based on your current Element choice without using a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
Air
You can cast Investiture of Wind without using a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
Earth
You can cast Investiture of Stone without using a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
Fire
You can cast Investiture of Flame without using a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
Water
You can cast Investiture of Ice without using a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
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