Base Class: Druid
“For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements.” While this core belief is shared by nearly all druids, druids of the Circle of Equilibrium dedicate themselves to embodying this precarious balance and thwarting those who would seek to upset it, tapping into the powers of the Inner Planes to become one with the elements.
Planar Familiarity
When you choose this circle, you become connected to the Inner Planes. At 2nd level, you can speak Primordial, and you can add double your proficiency bonus to any Intelligence (Nature) checks to recall information about elementals or the Inner Planes.
Elemental Harmony
At 2 level, you enter in greater harmony with the elements. You always have the absorb elements spell prepared, and it doesn’t count against the number of spells you can prepare each day. When you cast this spell, you can apply the additional damage to ranged and spell attacks as well as melee.
You also begin to embody one of the four elements, gaining the ability to cast certain spells and certain other benefits as a result of being so in tune with one of these forces of nature. Choose an element and receive the corresponding benefits:
- Air: The essential nature of air is movement, animation, and inspiration. While embodying elemental air, you gain an additional 10 feet to your walking speed (and flying speed if you have one), and your movement does not provoke opportunity attacks. You also gain resistance to bludgeoning damage. You can cast the gust and lightning lure cantrips. In addition, you can cast thunderwave or warding wind without using a spell slot a number of times equal to your Wisdom modifier per long rest.
- Earth: Earth symbolizes stability, rigidity, stern resolve, and tradition. While embodying elemental earth, you gain a +2 to AC and can add half your proficiency bonus to Constitution saving throws. You also gain resistance to lightning damage. You can cast the magic stone and mold earth cantrips. In addition, you can cast earth tremor or magnify gravity without using a spell slot a number of times equal to your Wisdom modifier per long rest.
- Fire: Fire represents vibrancy, passion, and change. While embodying elemental fire, you radiate intense heat. When a creature hits you with an attack, you can use your reaction to have them make a Dexterity saving throw. On a failed save, you can deal 1d6 fire damage. You also gain resistance to cold damage. You can cast the control flame and fire bolt cantrips. In addition, you can cast burning hands or faerie fire without using a spell slot a number of times equal to your Wisdom modifier per long rest.
- Water: The nature of water is to flow smoothly and steadily. While embodying elemental water, you generate a soothing mist. As a bonus action you can give 1d6 temporary hit points to a creature within fifteen feet of you. A creature cannot benefit from this feature if it still has temporary hit points from a previous use. You also gain resistance to fire damage. You can cast the sapping sting and shape water cantrips. In addition, you can cast create or destroy water or cure wounds without using a spell slot a number of times equal to your Wisdom modifier per long rest.
If you change into a beast using your Wild Shape, then these benefits still apply to you, but any restrictions on spellcasting still apply. You can expend a use of Wild Shape to change which element you embody. You cannot transform and change your element with the same use of Wild Shape.
Level 3 Feature
A 3rd level feature is required to publish Druid subclasses, most likely to accomodate for Circle Spells, though not all Druid Circles have them. Please ignore this feature.
Interplanar Harmony
At 6th level, your attunement to the elements allows you to channel the energies of the Para-elemental Planes, the regions where two elements intersect. You may choose one of these options, as long as it comprises the element that you are currently embodying through your Elemental Harmony feature, to augment.
- Ash: Ash represents the meeting of air and fire. As an action, you may invoke the Great Conflagration to raise a great storm of ash and smoke. The area within 15 feet of you becomes heavily obscured. Any creature who leaves the cloud must make a Constitution saving throw or remain blinded until the start of their next turn. The storm lasts for ten minutes or until you end it. Once you use this feature, you can’t use it again until you complete a long rest. You also have the dust devil and scorching ray spells prepared, and they don’t count against the number of spells you can prepare each day. If a spell doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
- Ooze: Ooze represents the mixture of earth and water. As an action, you may invoke the Swamp of Oblivion to turn the ground into a mire of mud. The area within 15 feet of you becomes difficult terrain. Any creature who enters or starts its turn within the area(touching the ground) must make a Dexterity saving throw or be restrained. They can attempt to free themselves with another Dexterity saving throw on the start of each of their turns. The swamp remains for ten minutes or until you dismiss it. Once you use this feature, you can’t use it again until you complete a long rest. You also have the Maximilian’s earthen grasp and Melf’s acid arrow spells prepared, and they don’t count against the number of spells you can prepare each day. If a spell doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
- Magma: Magma represents the clash of fire and earth. As an action, you may invoke the Fountains of Creation to heat the ground around you. Any creature that enters the area or starts its turn within 15 feet of you (touching the ground) must make a Dexterity saving throw or take 1d8 fire damage. This effect persists for ten minutes or until you end it. You also have the heat metal and flaming sphere spells prepared, and they don’t count against the number of spells you can prepare each day. If a spell doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
- Ice: Ice represents the blend of water and air. As an action, you may invoke the Frostfell to summon a raging blizzard. Any creature that enters the area within 15 feet of you must make a Constitution saving throw or take 1d6 cold damage, losing 5 feet of movement for every point of damage they take. The storm continues for ten minutes or until you end it. You also have the gust of wind and Snilloc’s snowball swarm spells prepared, and they don’t count against the number of spells you can prepare each day. If a spell doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Master of Elementals
At 10th level, you gain increased mastery over elemental creatures. You always have the conjure elemental spell prepared, and it doesn’t count against the number of spells you can prepare each day. When you use this spell to summon an elemental that matches the element you are embodying with your Elemental Harmony feature, you can add half your Wisdom modifier (rounded down) to the creature’s AC, and you have advantage on concentration rolls to maintain control over it.
Dynamic Equilibrium
At 14th level, your attunement to the balance between the elements allows you to tap into the Elemental Chaos. You can change the element you embody with your Elemental Harmony feature as a bonus action a number of times per day equal to your Wisdom modifier without expending a use of your Wild Shape, but you must roll a d4 to determine the element (1 for air, 2 for earth, 3 for fire, and 4 for water.) You may reroll if the element matches one you are already using.
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