Base Class: Druid
You have chosen to channel the elemental colors of nature through you. This allows you to expend natural energy for casting spells instead of your life force. By embracing these colors, you open yourself up to many other new abilities as well.
Primary Color
At 2nd level, you choose your primary elemental color. This will determine what options are available to you as you level up in this class. You get three Color Points of the color you choose which can be spent to cast spells listed on the provided chart instead of spell slots. You regain expended Color Points after a long rest.
Blue
Your base element is Water. You know the Shape Water cantrip. You gain 3 Blue points.
Red
Your base element is Fire. You know the Control Flames cantrip. You gain 3 Red points.
Yellow
Your base element is Earth. You know the Mold Earth cantrip. You gain 3 Yellow points.
Colorful Spellcasting
Starting at 3rd level, your Druid Circle grants you the ability to cast Color Spray or Chromatic Orb by spending a Color Point of any color.
Secondary Color
At 6th level, based on your Primary color, you may now choose your Secondary color. Your Secondary color grants you points for two colors and an ability based on the combination of the corresponding elements.
Green
By combining the essence of Blue and Yellow, Water and earth, you get Green which corresponds to mud. You gain 2 Blue points and 2 Yellow points.
Mud: As an action, you turn a 10 ft radius of dirt within 60 ft into a 2 ft deep mud pit. Creatures that are medium or smaller standing on the mud pit must succeed on a Dexterity Saving throw or get stuck in the mud and become restrained. A creature stuck in the mud may use their action to get out of the mud. Alternatively, a creature not stuck in the mud may use their action to attempt to free a creature from the mud by succeeding on a Strength check equal to your Spell Save DC. Any time a creature ends their turn on top of the mud they must make a Dexterity saving throw or get stuck.
Orange
By combining the essence of Red and Yellow, Fire and earth, you get Orange which corresponds to magma. You gain 2 Red points and 2 Yellow points.
Magma: Once per day you can use your action to summon a number of Magmin equal to half of your Proficiency Bonus. You can give them a command as a bonus action. If no command is given, they will defend themselves.
Violet
By combining the essence of Red and Blue, Fire and Water, you get Violet which corresponds to steam. You gain 2 Red points and 2 Blue points.
Steam: You can cast Fog Cloud a number of times per day equal to your Wisdom Modifier (minimum of once).
Tertiary Color
At 10th level, make your final color choice: your Tertiary color. This is obtained by taking your Secondary color and adding a little more of one of its base colors. Each tertiary color provides a different enhancement to the ability granted by its associated Secondary color.
Blue-Green
You gain 2 Blue points and 1 Yellow point. Creatures that fail their Dexterity saving throw and get stuck in your mud pit also fall prone.
Blue-Violet
You gain 2 Blue points and 1 Red point. The area of your Fog Cloud extends 5 ft.
Red-Orange
You gain 2 Red points and 1 Yellow point. Creatures that hit your Magmin with a melee attack take 1d6 Fire damage.
Red-Violet
You gain 2 Red points and 1 Blue point. As a bonus action, you can cause all creatures in your Fog Cloud to take Fire damage equal to 1d8 + your Wisdom Modifier (minimum of +1).
Yellow-Green
You gain 2 Yellow points and 1 Blue point. The area of your mud pit increases from 10 ft to 15 ft.
Yellow-Orange
You gain 2 Yellow points and 1 Red point. Your Magmin get +1 to their AC. Also, their Touch attack becomes a Punch attack that deals an additional 1d4 Bludgeoning damage.
Master of Color
Starting at 14th level, you have developed a strong control over the power of colors. You have learned how to draw on the forces of color when you need it most. If you roll initiative and have no Color Points remaining, you regain 1d6 Color Points that you can distribute amongst both colors available to you.
In addition, you have learned to channel the colors in a way that alters your physical form and grants you a specific boon.
Listed below are the new abilities and the Color Point cost to use it:
- 4 Red points: You are resistant to Fire damage for 1 hour.
- 4 Blue points: You gain a swim speed equal to half of your walking speed and the amphibious property. Lasts 1 hour.
- 4 Yellow points: You gain Tremorsense out to 30 ft. for 1 hour.
- 6 points of specific color: You can spend six points to transform into an elemental. The color of the points spent is determined by the elemental type: Red for Fire, Blue for Water, Yellow for Earth.
Color Casting Spell List
Color casting allows for the use of Color Points to replace spell slots. Each spell in the list below can be cast by spending the given number of Color Points. Spells that are listed below but are not in the Druid spell list require a White point. A White point simply means that you can use any color.
The following are organized by their respective color and then by the cost:
Burning Hands (1 Red)
Flame Blade (2 Red)
Flaming Sphere (2 Red)
Heat Metal (2 Red)
Flame Arrow (3 Red)
Wall of Fire (4 Red)
Conjure Elemental (Fire Elemental; 5 Red)
Investiture of Flame (6 Red)
Sunbeam (6 Red)
Fire Storm (7 Red)
Continual Flame (2 Red + 1 White)
Scorching Ray (2 Red + 1 White)
Fireball (3 Red + 1 White)
Create or Destroy Water (1 Blue)
Snilloc's Snowball Swarm (2 Blue)
Sleet Storm (3 Blue)
Tidal Wave (3 Blue)
Wall of Water (3 Blue)
Water Walk (3 Blue)
Water Breathing (3 Blue)
Control Water (4 Blue)
Ice Storm (4 Blue)
Watery Sphere (4 Blue)
Maelstrom (5 Blue)
Conjure Elemental (Water Elemental; 5 Blue)
Investiture of Ice (6 Blue)
Cone of Cold (5 Blue + 1 White)
Earth Tremor (1 Yellow)
Maximilian's Earthen Grasp (2 Yellow)
Erupting Earth (3 Yellow)
Meld into Stone (3 Yellow)
Stone Shape (4 Yellow)
Stoneskin (4 Yellow)
Transmute Rock (5 Yellow)
Wall of Stone (5 Yellow)
Conjure Elemental (Earth Elemental; 5 Yellow)
Bones of the Earth (6 Yellow)
Investiture of Stone (6 Yellow)
Move Earth (6 Yellow)
Flesh to Stone (6 Yellow + 1 White)
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Posted Dec 4, 2020White points, like in MTG, mean you can use any color. For example, you can cast Cone of Cold with 5 Blue and 1 Red or 6 Blue or 5 Blue and 1 yellow.
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Posted Dec 3, 2020thats odd since only circle of land and spores have more 3rd level spells overall i like the class just 1 question what are white points
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Posted Nov 26, 2019If anybody knows how to get around the 3rd level spell requirement for homebrewing Druid subclasses please let me know. I had originally just added Chromatic Orb and Color Spray to the Color Casting Spell List, but D&D Beyond required a 3rd level spell ability.