Base Class: Druid
Druids that join one of these circles focus on channeling the raw powers of the natural world. Summoning forth nature's wrath in fire, wind, and water, they are often as wild and capricious as the forces the commune with.
Elemental Resistance
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Cold
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Fire
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Lightning
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Thunder
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Elemental Attunement
Choose a damage type: Fire, Cold, Lightning, or Thunder. When one of your spells deals damage of the chosen type, one damage roll of that spell deals additional damage equal to your proficiency bonus.
At 6 level, you gain resistance to the chosen damage type.
At 10 level, you may pick one additional type of damage. You have resistance to that type, and may add your proficiency bonus to any spells that deal that type of damage.
Cold
When one of your spells deals Cold damage, one damage roll of that spell deals additional damage equal to your proficiency bonus.
Starting at 6th level, you have resistance to Cold damage.
Fire
When one of your spells deals Fire damage, one damage roll of that spell deals additional damage equal to your proficiency bonus.
Starting at 6th level, you have resistance to Fire damage.
Lightning
When one of your spells deals Lightning damage, one damage roll of that spell deals additional damage equal to your proficiency bonus.
Starting at 6th level, you have resistance to Lightning damage.
Thunder
When one of your spells deals Thunder damage, one damage roll of that spell deals additional damage equal to your proficiency bonus.
Starting at 6th level, you have resistance to Thunder damage.
Stormwalker
Starting at 6 level, you no longer suffer the negative effects of non-magical weather, including obscuring weather. You have advantage on all rolls to resist the negative effects of weather-related conditions generated by spells or magic. You also have advantage on all Wisdom (Survival) related to weather.
Breath of the Wind
At 10 level, you gain the ability to call upon sudden squalls in combat. Whenever a creature within 60 feet that you can see makes a ranged attack, you may use your reaction to impose disadvantage or grant advantage on that attack. You may use this ability a number of times equal to your Wisdom modifier, and regain all uses after a short or long rest.
Nature's Wrath
Beginning at level 14, you may cast Control Weather as a ritual spell with the following modification: whenever you choose an aspect of the weather to change, it takes only 10 minutes for the new condition to take effect.
Additionally you can expend a spell-slot of 7th level or higher as an action to cause a natural catastrophe centered on you. This cataclysm can manifest as an earthquake, intense storm, rain of fire, tornado, tsunami wave, or anything else your DM will allow. Once summoned, you do not have direct control over this catastrophe, but you and any creatures of your choosing within 30ft. are immune to its effects. Once you use this feature, you can't use it again until after finishing a long rest.
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Posted Jul 16, 2021A homebrew I've been working on for a campaign setting. I know the layout here looks a tad wonky- I'm still trying to figure out the intricacies of the subclass creation tool- but it works quite well in the character sheet, as the Elemental Resistance trait is hidden from view while continuing to provide the appropriate benefits.
Feel free to let me know what you think about the class' flavor, mechanical abilities, and power level- I'm looking for any and all constructive criticism!