Circle of the Primordials

Druids of the Circle of the Primordials are mystics that doesn't just use the power of nature, but commune with the very elements themselves. Unlike other mystics, who use the powers of nature, the druids of this circle call upon the powers of primordials known as the Elemental Lords.

There are four elemental lords who commune with and lend their powers to druids: Akadi, the Queen of Air. Grumbar, the Lord of the Earth. Istishia, the Lord of Water. Kossuth, the Lord of Fire.

The druids don't worship these lords, but they live to bring order to the chaos of the elements. They work as mediators for all four of the lords. They work to balance the forces and keep peace between them.

Primordial Tongue

Beginning at 2nd level, you can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Primordial Attunement

Starting at 2nd level, the elemental lords gives you the ability to strengthen your bond to the elements around you. With a bonus action you enter a magical trance, called Primordial Attunement, that gives you control over an element of your choice. You can use this twice. You regain any expended uses after a long rest.

When you use this feature, you chose one of the four primordial elements, Primordial Air, Primordial Earth, Primordial Fire, or Primordial Water, and gain the powers listed below.

In addition, you gain access to a number of spells dependent on the Primordial Attunement you’re in. You can cast these Primordial Spells by expending a spell slot of the spells level or higher. You can cast Primordial Spells a number of times equal to half your druid level. You regain any expanded uses after a short or long rest.

Primordial Air

You can cast the Gust cantrip.

Your speed increases by 10 feet.

As an action you can cause a small bolt of lighting to strike from your hand and hit a creature within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. You have advantage on the attack roll if the target is wearing armor made of metal. This damage increases by 1d8 when you reach 5th level, 11th level, and 17th level.

Primordial Earth

You can cast the Mold Earth cantrip.

You gain advantage on Strength checks.

The earth comes to your aid. You gain 1d6 + your Wisdom modifier temporary hit points and your AC equals 13 + your Dexterity modifier.

Primordial Fire

You can cast the Control Flames and Firebolt cantrips.

As an action you can cause fire to swirl around you. You shed bright light in a 30-foot radius and dim light for an additional 30-foot radius, and in addition, a creature that starts its turn within 5 feet of you takes fire damage equal to your wisdom modifier.

Primordial Water

You can cast the Frostbite and the Shape Water cantrips.

You gain a swim speed equal to your movement speed.

As an action you can give yourself the ability to walk on water and snow as if it was solid ground. The effect lasts until the end of your next turn.

You can stay in your attunement for a number of hours equal to half your druid level (rounded down). You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest you regain all expended uses.

Primordial Air

Spell Level Primordial Spells 1st Feather Fall, Fog Cloud, Thunderwave 2nd Dust Devil, Gust of Wind, Warding Wind 3rd Fly, Lightning Bolt, Wind Wall 4th Freedom of Movement, Storm Sphere 5th Control Winds, Destructive Wave 6th Investure of Wind

Primordial Earth

Spell Level Primordial Spells 1st Absorb Elements, Earth Tremor, Shield 2nd Earthbind, Enhance Ability, Maximilian's Earthen Grasp 3rd Erupting Earth, Meld into Stone, Wall of Sand 4th Stone Shape, Stoneskin 5th Transmute Rock, Wall of Stone 6th Investure of Stone

Primordial Fire