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Circle of the Elements

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. The Circle was spilt into four groves that each represented the four major elements: Air, Earth, Fire and Water. 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.    

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 and none of the slots can be 6th level or higher.  

Circle Spells

Your connection with the circle grants you the power to cast certain spells. At 3rd, 5th, 7th and 9th level you gain access to circle spells connected to natural flame. 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 doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. You must choose from one of the elements.

Air

Level Spell
3rd Feather Fall, Fog Cloud
5th Gust of Wind, Warding Wind
7th Fly, Wind Wall
9th Storm Sphere, Summon Elemental (Only Air Elemental)

Earth

Level Spell
3rd Earth Tremor, Longstrider
5th Darkvision, Earthbind
7th Erupting Earth, Wall of Sand
9th Stoneskin, Summon Elemental (Only Earth Elemental)

Fire

Level Spell
3rd Burning Hands, Faerie Fire
5th Flaming Sphere, Pyrotechnics
7th Fireball, Flame Arrows
9th Summon Elemental (Only Fire Elemental), Wall of Fire

Water

Level Spell
3rd Create or Destroy Water, Ice Knife
5th Lesser Restoration, Rime's Binding Ice
7th Water Breathing, Wall of Water
9th Summon Elemental (Only Water Elemental), Watery Sphere

Element Walker

Beginning at 6th level, as a bonus action you can gain one of the following elemental benefits:
  • Air: You gain a fly speed equal to your walking speed, and gain resistance to Lightning and Thunder damage.
  • Earth: You gain a burrow speed and a climb equal to your walking speed, and gain resistance to Poison and Bludgeoning damage.
  • Water: You gain a swim speed equal to your walking speed, can breathe air or water, and gain resistance to Acid and Cold damage.
  • Fire: You can teleport between two sources of nonmagical fire that you can see as a bonus action, entering one, and appearing in an unoccupied space within 5 feet of the other. A fire smaller than a bonfire is doused after you use it this way. If the fire is larger than a 5-foot cube, you can teleport to different parts of the fire in the same way, so long as you appear in a space that is not adjacent to the cube of fire you entered. Additionally, you gain resistance to Fire damage
  • You can use the elemental benefits for a number of minutes up to half your druid level rounded up, all at once or in several shorter uses, each one using a minimum of 1 minute from the duration. While you have these benefits you cannot make attacks or cast spells, though you can still concentrate on spells. You can use this feature a number of times equal to half your druid level, rounded up. All expended elemental benefit duration is replenished when you finish a long rest.    

    Elemental Wild Shape

    At 10th level and beyond, you can expend a use of wild shape to transform into an air, water, fire, or earth elemental.    

    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 without expending a spell slot. You cannot cast that spell again until you have completed a long rest.


    Created by

    Lord Mcberry.

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