Base Class: Druid
Druids of the Circle of the Elements are the champion of the elemental forces. The elements are chaotic by nature, but the Circle of Elements druids bring balance to this chaos. The elements have gifted their powers to these druids as a reward for their services. As a member of this circle, your magic is equally affected by each of the elements.
Elemental Enhancement
When you choose this circle at 2nd level, you gain the ability to infuse the power of the elements into your weapons.
As a bonus action, you can activate elemental enhancement on your melee weapons and lasts until you finish a short or long rest, or if you aren't holding the weapon at the end of your turn. You can use this feature twice, you can't use it again until you finish a short or long rest. You can not change the damage type of elemental enhancement without recasting it.
The following enhancements are:
Flametongue. Your melee weapons are infused with fire damage.
Frostbrand. Your melee weapons are infused with cold damage.
Stromstrike. Your melee weapons are infused with lightning damage.
The damage of your elemental enhancement increases to 2d6 at 10th level and 3d6 at 14th level.
Elemental Fury
Beginning at 3rd level, when you use your attack action, you can cast one cantrip as a bonus action.
Windfury
Starting at 6th level, the element of the winds empowers you, granting you an additional attack per action.
Envoke Spirit
Starting at 10th level, the chaotic forces of the elements have granted you a formidable defense. Your Wisdom Modifier is now added to your Armor Class.
Elemental Mastery
At 14th level, the elements have granted you the highest gift they can bestow. You can now summon an air elemental, an earth elemental, a fire elemental or a water elemental as an action in an unoccupied space within 60 feet of you for one hour. You can use this feature once per long rest. The creature disappears when it drops to 0 hit points or when the feature ends.
The creature is friendly to you and your companions for the feature's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands and you issue to it (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.
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Posted Dec 4, 2020Something that I feel could be added would be a possibly boost to elemental damage from spells, or a bonus to your spell rolls that do elemental damage. I love what you have though, definitely using it!