Druid
Base Class: Druid

Druids of the Circle of Elements delight in the raw power of nature. Their magic harnesses the elements to their will, manipulating the environment, permitting them new forms of movement, conjuring elementals or enabling them to assume elemental forms. They tend to take on characteristics of their chosen element, so most fire druids are hot tempered, air druids are changeable and fickle, earth druids are stolid, and water druids wax and wane with the tides. Most compete fiercely with other druids and any of their allies. The Circle’s leaders are drawn from those rare individuals who have achieved a degree of balance and subtlety from mastery of all four elements.

Elemental Energy Recovery

From 2nd level onwards, you can recover used spell slots during a short rest, of a combined value up to half your druid level, rounded up. This feature otherwise functions identically to the wizard’s Arcane Recovery feature.

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 circle spells connected to the element in which you specialize. Choose that element—air, earth, fire, water, or all—and consult the associated list of spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that isn’t on the druid spell list, the spell is nonetheless a druid spell for you.

Elemental Walker

Beginning at 6th level, you can travel freely through a single element type (earth, air, fire, or water) for a number of rounds equal to half your druid level, rounded up. While walking through earth, you are treated as having a burrow speed equal to your walking speed. While walking through air, you are treated as having a fly speed equal to your walking speed. You cannot break up your movement to attack or take any other actions, other than the Dash action, while you are using this power. You cannot take companions or allies with you using this power. Your equipment and clothing travels with you and is also protected. Once you use this feature, you can’t use it again until you finish a short or long rest.

Elemental Wild Shape

At 10th level and beyond, you can expend two uses of wild shape to transform into an air, water, fire, or earth elemental (your choice).

Blend the Elements

At 14th level, you gain the ability to create a single powerful effect that mixes the elements together. Choose one spell from this list: control weather, earthquake, incendiary cloud, or sunburst. You can cast that spell once without expending a spell slot. Once you use this feature, you can’t use it again until you finish a short or long rest.