Circle of the Shaman

circle of the Shaman druids commune with the elements and bring the power of the elemental planes into our world. They understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled the elements that help flora and fauna reproduce and grow.

Circle Spells

You have formed a mystical bond with the elemental

plane, a primal force of creation and destruction.

Your link grants you access to certain spells.

When you reach certain levels in this class, you

gain access to the spells listed for that level in

the Circle of the Shaman Spells table. Once you gain

access to one of these spells, 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.

Circle of the Shaman Spells

Druid Level Spells 3rd earth bind , scorching ray 5th fireball, wall of water 7th aura of life, fire shield 9th flame strike, raise dead

Commune with the Elements

At second level, you gain the ability to commune with an elemental spirit. After performing a 10 minute communing ritual you gain use of one of the following cantrips, depending on the element which you have communed with: control flame, shape water, gust or mold earth. This effect lasts until you take a long rest or reperform the ritual.

As an action, you can expend one use of

your Wild Shape feature to summon a spirit from the elemental plane that you have communed with, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice you can see within 30 feet of you.

Each creature within 10 feet of the spirit (other

than you) when it appears must succeed on a

Dexterity saving throw against your spell save

DC or take 2d10 damage of a type corresponding to the plane of existence it was conjured from (Fire for fire, cold for water, bludgeoning for earth and thunder for air).

The spirit is friendly to you and your

companions and obeys your commands. See this

creature’s game statistics in the spirit

stat block. You determine the spirit’s

appearance, though it will retain features remniscent of its plane. In combat, the spirit shares your

initiative count, but it takes its turn immediately

after yours. The only action it takes on its turn is

the Dodge action, unless you take a bonus action

on your turn to command it to take one of the

actions in its stat block or to take the Dash,

Disengage, Help, or Hide action. The elemental spirit manifests for 1 hour, until it

is reduced to 0 hit points, or until you use your

Wild Shape again.

Enhanced Bond

At 6th level, the bond with the elements enhances

your destructive and restorative spells. Whenever you cast an evocation spell

or a spell that restores hit points while your elemental spirit is summoned, roll 1d8, and you gain a bonus to

one roll of the spell equal to the number rolled.

In addition, when you cast a spell with a range

other than self, the spell can originate from you

or your the elemental spirit.

Flames of Life

Upon reaching 10th level, you gain the ability to turn death into flames of vitality. When a Small or larger creature that you

can see dies within 30 feet of you or your

elemental spirit, you can use your reaction to

cause primal flames to spring from the body.

When a creature you can see touches these

flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your

Wisdom modifier. The flames vanish after a

creature has touched them or after 1 minute. You can use this feature a number of times

equal to your Wisdom modifier (minimum of

once). You regain all expended uses when you

finish a long rest.

Planar Endurance

At 14th level, the bond with your elemental spirit is

exceptionally strong, even fatal blows only fuel

your defiance. If you drop to 0 hit points and

don’t die outright, you drop to 1 hit point instead

and gain temporary hit points equal to five times

your druid level, and each creature of your

choice within 30 feet of you that you can see

takes damage of a type of your choice equal to 2d10 + your druid

level.

Once you use this feature, you can’t use it again

until you finish a long rest.