Circle of the Planes

Druids who draw their power from the primordial planes, becoming conduits of elemental power, are members of the Circle of the Planes.

Elemental Attunement

When you choose this circle at 2nd level you gain the ability to tune your body to the elemental planes.

As a bonus action, if you're not wearing heavy armor, you may expend one use of your Wild Shape to attune to one of the elemental planes which lasts for 1 minute. It ends early if you are knocked unconsious or don heavy armor. You can also end you attunement at any time you choose (no action required).

While you are attuned to the elements, you gain the benefits according to your chosen element:

Fire. When you first attune to fire creatures within 5ft of you take fire damage equal to your Druid level as you burst with fire and radiate searing heat. Additionally, while attuned to fire, whenever you make a weapon attack, you deal an additional 1d4 fire damage.

Water. When you first attune to Water, creatures within 10 ft of you are pushed 10 ft away as a surge of water pulses from you. While attuned to water, whenever you deal damage to an enemy with a spell or weapon attack, their speed is reduced by 10 ft.

Air. When you first attune to Air, a burst of wind swirl surges around you allowing you to fly up to half your speed without provoking opportunity attacks, falling if you end your turn while still in the air. While attuned to air, your speed increases by 10 ft

Earth. When you first attune to Earth, your skin hardens granting you temporary hit points equal to your Wisdom modifier + half your Druid level. While unarmored, your armor class becomes 13 + your Dexterity modifier.

On subsequent turns, you may change which element you are attuned to as a bonus action.

Primordial Tongue

Starting at 2nd level, you know how to read and write Primordial (including Aguan, Auran, Terran, and Ignan).

Elemental Affinity

Beginning at 6th level, you gain additional benefits while attuned as your connection with the planes strengthen.

Fire. When you take the attack action, you may attack twice instead. This does not stack with other abilities that would also grant additional attacks. Additionally, while attuned to fire, you know and have prepared the Fireball spell and the Control Flames cantrip. These are considered Druid spells for you.

Water. As a bonus action, you can target a creature within 30 ft and have them make a Strength saving throw against your spell DC or be knocked prone. Additionally, while attuned to Water, you know and have prepared the Slow spell and Control Water cantrip. These are considered Druid spells for you.

Air. As an action, you can turn Invisible until the end your next turn. The effect ends if you attack or cast a spell. Additionally, while attuned to Air, you know and have prepared the Fly spell and Gust cantrip. These are considered Druid spells for you.

Earth. You may add your proficiency bonus when making any Constitution saving throws you make to maintain your concentration on a spell. Additionally, you know and have prepared the Wall of Sand spell and Mold Earth cantrip. These are considered Druid spells for you.

Primordial Avatar

At 10th level, when you attune to an element, you may choose to Focus on that element instead, becoming a living embodiment of that element. While focused, you are unable to switch to another element until you end your attunement. Once you’ve gone into a focused state this way, you are unable to again until you take a short or long rest.

While in this focused state, you gain additional benefits demenstrating your absolute synergy with that plane.

Fire. While you are focusing your Fire attunement, you are resistant to fire damage and shed bright light to a radius of 10 ft and dim light for 10 ft beyond that, you skin glowing like embers. At the end of your turn, creatures you choose within the bright light take fire damage equal to half your Druid level from the scorching heat. Additionally, When you make a weapon attack, the additional fire damage you deal increases to 1d6, you may also deal this additional damage when you damage an enemy with a spell.

Water. While you are focusing your Water attunement, you are resistant to cold damage, can breath underwater, and gain a swim speed equal to your movement. Additionally, whenever you deal damage to an enemy with a spell or weapon attack, their speed is instead reduced by half.

Air. You are resistant to lightning damage and ranged weapon attacks have disadvantage against you as winds whirl around you constantly. Any exposed non-magical flames have a 50% chance of being extinguished. As a bonus action, you may fly up to your movement speed without provoking opportunity attacks. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

Earth. You are resistant to acid damage and gain a number of temporary hit points equal to your Wisdom modifier + half your Druid level at the beginning of each of your turns. You also gain resistance to nonmagical bludgeoning, piercing, and slashing damage.

Planeswalker

At 14th level You may cast Plane Shift without expending a spell slot or consuming any material components. You can’t do so again until you finish a long rest.