Druid
Base Class: Druid

The Circle of the Elements is made up of mystics and sages who safeguard the knowledge of the elements, and the rifts between the Elemental and Prime Material planes.These druids devote their lives and their powers to the elements. When joining the Circle of the Elements, druids focus their magic on element based spells and rituals. Additionally, they sacrifice their ability to transform into beasts, instead gaining the ability to transform into Elementals of varying strengths.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional elemental druid cantrip of your choice, from the list below:

 

Elemental Efficiency

Starting at 2nd level, you can augment some of your magical energy. When casting an elemental spell, you can reduce the level of spell slot required by half your druid level rounded up. If this would reduce the level to lower than 1st level you instead use a 1st level spell slot. You cannot cast a spell higher than 6th level using this feature. You can’t use this feature again until you finish a long rest.

For example, when casting Wall of Fire (4th level spell), as an 7th level druid, you can reduce the spell slot consumed by half your druid level rounded up, meaning it would instead consume a 1st level spell. 

When you use this feature, the DM rolls for an effect on the Wild Magic Surge table (augmenting 99-00: you regain this ability without having to take a long rest)

Elemental Wild Shape

Starting at 2nd Level, you can use your action to magically assume the shape of an Elemental that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or Long Rest.

Your druid level determines the Elemental you can transform into, as detailed in the Wild Shape: Elemental table. The table details the level Elemental you can transform into.

Elemental Table:

2nd level: Small Elemental

4th Level: Medium Elemental

8th Level: Large Elemental

Small Elemental Shapes:

Small Fire Elemental

Small elemental, neutral

Armor Class 11

Hit Points 24 (3d10+9)

Speed 25 ft.

STR                DEX               CON                INT                  WIS                 CHA

10 (+0)            17 (+3)            16 (+3)            6 (-2)               10 (+0)            7 (-2)

Damage Resistances Fire, Poison

Senses Darkvision 20 Ft., passive Perception 10

Languages Ignan

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing, unless the space is occupied by another creature. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 1 fire damage. Additionally, the elemental is granted advantage on saving throws against being grappled, due to its incendiary nature.

Illumination. The elemental sheds bright light in a 10-foot radius and dim light in an additional 10 ft..

Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 5 cold damage.

Actions

Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns.

 

Small Water Elemental

Small elemental, neutral

Armor Class 11 (Natural Armor)

Hit Points  27 (3d10+12)

Speed 15 ft., swim 45 ft.

STR                  DEX                 CON                INT                  WIS                 CHA

18 (+4)              14 (+2)              18 (+4)              5 (-3)                 10 (+0)              8 (-1)

Damage Resistances Poison

Senses Darkvision 20 Ft., passive Perception 10

Languages Aquan

Water Form. The elemental can move through any creature's space; the creature does not take any damage. It can also move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 5 ft. until the end of its next turn.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 4) bludgeoning damage.

 

Small Earth Elemental

Small elemental, neutral

Armor Class 12 (Natural Armor)

Hit Points 27 (3d10+12)

Speed 25 ft., burrow 30 ft.

STR                  DEX                 CON                 INT                   WIS                  CHA

18 (+4)              8 (-1)                 18 (+4)              5 (-3)                 10 (+0)              5 (-3)

Vulnerabilities Thunder

Damage Resistance Poison

 

Senses Darkvision 20 Ft., passive Perception 10

Languages Terran

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d8 + 4) bludgeoning damage.

 

Small Air Elemental

Small elemental, neutral

Armor Class 11

Hit Points 21 (3d10+6)

Speed 0 ft., fly 45 ft. (hover)

STR                  DEX                 CON                 INT                   WIS                  CHA

14 (+2)             18 (+4)             14 (+2)            6 (-2)                10 (+0)            6 (-2)

Damage Resistance Poison

 

Senses Darkvision 20 Ft., passive Perception 10

Languages Auran

Air Form. The elemental can move through any creature's space, this causes no damage to the creature, but leaves the, slightly ruffled. It can also move through a space as narrow as 1 inch wide without squeezing.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 4) bludgeoning damage.

 

Medium Elemental Shapes:

 

Medium Fire Elemental

Medium elemental, neutral

Armor Class 12

Hit Points  40 (5d10+15)

Speed 35ft.

STR                  DEX                CON                 INT                   WIS                  CHA

 10 (+0)              17 (+3)             16 (+3)             6 (-2)                 10 (+0)             7 (-2)

 Damage Resistance Fire, Poison, Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Senses Darkvision 30 Ft., passive Perception 10

Languages Ignan

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 1 fire damage. Additionally, the elemental is granted advantage on saving throws against being grappled, due to its incendiary nature.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 4) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d8 +3) fire damage at the start of each of its turns.

 

Medium Water Elemental

Medium elemental, neutral

Armor Class 12 (Natural Armor)

Hit Points  45 (5d10+ 20)

Speed 20 ft., swim 60 ft.

STR                  DEX                 CON                INT                  WIS                 CHA

18 (+4)              14 (+2)              18 (+4)              5 (-3)                 10 (+0)              8 (-1)

Damage Resistance Acid, Poison, Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

 

Senses Darkvision 30 Ft., passive Perception 10

Languages Aquan

Water Form. The elemental can move through any creature's space, however the creature becomes wet through. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 10 ft. until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 5) bludgeoning damage.

 

Medium Earth Elemental

Medium elemental, neutral

Armor Class 15 (Natural Armor)

Hit Points  45 (5d10+20)

Speed 20 ft., burrow 30 ft.

STR                  DEX                 CON                 INT                   WIS                  CHA

18 (+4)             8 (-1)               18 (+4)             5 (-3)                10 (+0)            5 (-3)

Vulnerabilities Thunder

Damage Resistance Poison, Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

 

Senses Darkvision 30 Ft., passive Perception 10

Languages Terran

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d8 + 6) bludgeoning damage.

 

Medium Air Elemental

Medium elemental, neutral

Armor Class 12

Hit Points 35 (5d10+10)

Speed 0 ft., fly 65 ft. (hover)

STR                  DEX                 CON                 INT                   WIS                  CHA

14 (+2)              20 (+5)              14 (+2)              6 (-2)                 10 (+0)              6 (-2)

Damage Resistance Poison, Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

 

Senses Darkvision 30 Ft., passive Perception 10

Languages Auran

Air Form. The elemental can move through any creature's space, this causes no damage to the creature, but leaves the, slightly ruffled. It can also move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 4) bludgeoning damage.

 

Large Elemental Shapes

Fire Elemental

Large elemental, neutral

Armor Class 13

Hit Points 102 (12d10+36)

Speed 50 ft.

STR                  DEX                CON                 INT                   WIS                  CHA

10 (+0)              17 (+3)             16 (+3)             6 (-2)                 10 (+0)             7 (-2)

 

Damage Resistance Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Damage Immunities Fire, Poison

Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 Ft., passive Perception 10

Languages Ignan

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

 

Water Elemental

Large elemental, neutral

Armor Class 14 (Natural Armor)

Hit Points 114 (12d10+48)

Speed 30 ft., swim 90 ft.

STR                  DEX                 CON                INT                  WIS                 CHA

18 (+4)              14 (+2)              18 (+4)              5 (-3)                 10 (+0)              8 (-1)

Damage Resistance Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Damage Immunities Poison

Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 Ft., passive Perception 10

Languages Aquan

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

 

Earth Elemental

Large elemental, neutral

Armor Class 17 (Natural Armor)

Hit Points 126 (12d10+60)

Speed 30 ft., burrow 30 ft.

STR                  DEX                 CON                 INT                   WIS                  CHA

20 (+5)              8 (-1)                 20 (+5)              5 (-3)                 10 (+0)              5 (-3)

Vulnerabilities Thunder

Damage Resistance Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Damage Immunities Poison

Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses Darkvision 60 Ft., Tremorsense 60 Ft., passive Perception 10

Languages Terran

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d8 + 5) bludgeoning damage.

 

Air Elemental

Large elemental, neutral

Armor Class 15

Hit Points 90 (12d10+24)

Speed 0 ft., fly 90 ft. (hover)

STR                  DEX                 CON                 INT                   WIS                  CHA

14 (+2)              20 (+5)              14 (+2)              6 (-2)                 10 (+0)              6 (-2)

Damage Resistance Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Damage Immunities Poison

Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 Ft., passive Perception 10

Languages Auran

Challenge 5 (1,800 XP)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Circle Spells

Your mystical connection to the elements infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to certain elemental spells. 

Once you gain access to these spells, you always have them prepared, and they 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.

Elemental
Druid Level Spells

3rd

Create or Destroy Water, [spell]Flaming Sphere[/spell]

5th

Earthbind, Wind Wall

7th

Call Lightning, Conjure Minor Elementals

9th

Elemental Bane, Maelstrom 



Elemental Movement

Starting at 6th level, Moving through elemental based nonmagical difficult terrain (such as waist-deep water, or hot plains) costs you no extra movement.

You also take half damage from some elemental based nonmagical terrains, such as hot plains, high winds, cold water, and sharp rocks. The DM may decide on which elemental based terrains you gain resistance to.

 

Elemental Ward

Your elemental forms begin to bleed through, granting you resistances and immunities. 

When you reach 10th level, you gain resistance to fire and cold damage, and  can’t be charmed or frightened by elementals.  You also gain immunity to poison.

Elemental Sanctuary

When you reach 14th level, your control of the elements makes it more difficult for other creatures to use them to cause you damage. When a creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

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