Circle of the Elements

Druids in the Circle of the Elements strive to learn and contain the raw power of the primordials. They spend their life out in the wilderness, paying homage to this awesome force and learning to channel it through their own beings.

Circle of the Elements Features

Druid Level Feature 2nd Circle Spells, Primordial Aspect 6th Elemental Resistance 10th One with the Elements 14th Primal Fury

Circle Spells

You connection to the elemental forces gives you access to some devastating magic.

Circle of the Elements Spells

Druid Level Spells 3rd Blur, Continual Flame 5th Fireball, Wall of Sand 7th Fire Shield, Storm Sphere 9th Cone of Cold, Steel Wind Strike

Primordial Aspect

Starting at 2nd level, you can channel one of the elemental forces through you. As a bonus action, you can expend one use of your Wild Shape feature to channel nature's fury, instead of transforming into a beast form. Your outward appearance changes to match the element chosen when you use this feature.

Earth : You gain temporary hit points equal to your druid level + Wisdom Modifier. Also, as an action, you can halve the movement speed of any creature within 15 ft. of you.

: You gain temporary hit points equal to your druid level + Wisdom Modifier. Also, as an action, you can halve the movement speed of any creature within 15 ft. of you. Fire : You give off bright light for 20 ft. and dim light for another 20 ft. In addition, you can spend an action to hurl a jet of flame at one creature. The creature must succeed on a Dexterity saving throw or take 2d8 fire damage. The fire damage increases by 1d8 when you reach 5th level, 11th level and 17th level.

: You give off bright light for 20 ft. and dim light for another 20 ft. In addition, you can spend an action to hurl a jet of flame at one creature. The creature must succeed on a Dexterity saving throw or take 2d8 fire damage. The fire damage increases by 1d8 when you reach 5th level, 11th level and 17th level. Wind : All ranged attacks against you have disadvantage. Additionally, as an action, you can push a creature 5 ft. if it fails a Strength Saving Throw. The push distance increases by 5 ft. when you reach level 5, level 11 and level 17.

: All ranged attacks against you have disadvantage. Additionally, as an action, you can push a creature 5 ft. if it fails a Strength Saving Throw. The push distance increases by 5 ft. when you reach level 5, level 11 and level 17. Water: All bludgeoning, piercing and slashing damage you take is reduced by an amount equal to your Wisdom modifier. In addition, as an action you can attempt to contain a target. The target must succeed on a dexterity saving throw or be grappled by you. You do not need to use your hand to grapple. They can attempt to break free at the end of their turn. When you get to level 5, the target is restrained in addition to being grappled. At level 11, the target is also incapacitated.

The benefits last for 1 minute or until you use Wild Shape again. You lose any temporary hit points you would have gained from this feature.

Elemental Resistance

At 6th level, you gain resistance to a type of elemental damage while using Primordial Aspect

Earth : Acid Damage

: Acid Damage Fire : Fire Damage

: Fire Damage Wind : Lightning Damage

: Lightning Damage Water: Cold Damage

One With the Elements

At 10th level, you have attuned yourself to the ambient magic of the primordial plane and gained a number of features.

You cannot be knocked prone

Non-Magical fire does not affect you.

Your jump distance is increased by 5 times.

You can walk over a liquid surface as long as you don't end your turn on it.

Also, your Primordial Aspect becomes more powerful

Earth : You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.

: You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. Fire : You dispel magical and non magical darkness in a 120 ft. radius around you.

: You dispel magical and non magical darkness in a 120 ft. radius around you. Wind : You gain a flying speed of 60 ft.

: You gain a flying speed of 60 ft. Water: You freeze the ground around you, allowing you to move upto double your movement speed.

Primal Fury

At 14th Level, whenever you cast a spell using a spell slot of 1st level or higher, that deals either acid, cold, fire, lightning, or thunder damage, add your Wisdom modifier to the damage roll.