Circle of the Elements

After the Sundering, the surviving Druidic leaders convened to assess the new situation. While the Gods had disappeared, fundamental natural forces remained that could fill niches vacated by the vanished deities - Light and Dark seem to have become much more primal and dominant in the post-Sundering world, and the elements of Earth, Air, Fire and Water were forces to be respected even with the loss of the elemental planes. A new Circle of the Elements was therefore created, based on the existing Circle of the Land.

Religion and beliefs work more like the modern world, though people now know that there are no real deities to worship or answer their prayers anymore, and clerics cannot draw on divine power. However, elemental and natural forces can still be tapped, and those who respect and study them can draw upon that power. As a result the Circle of the Elements rapidly spread into mainstream society and has rapidly grown into a faith followed by people of all races - the Temple of the Light being the most popular by far among civilised cultures. Some people even anthropomorphise the elemental forces, though they admit that they are fickle and distant at best.

Elemental Speciality

When you choose this circle at 2nd level, you must immediately pick a speciality element from Light, Dark, Earth, Air, Fire, or Water. You will not be able to change this later.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip that must be based on your elemental speciality. Choose one cantrip from the appropriate list below. These are also available to Elemental Druids when choosing cantrips at higher levels, though only the cantrips marked with * are available at level 1. Cantrips marked with (EE) are from the Elemental Evil Players Companion:

Elemental Cantrips (choose one)

Elemental Speciality Cantrips Light light, dancing lights, sacred flame Dark chill touch, spare the dying, extinguish light (see below) Earth resistance*, magic stone (EE), mold earth (EE) Air shocking grasp, gust (EE), thunderclap (EE) Fire produce flame*, create bonfire (EE), control flames (EE) Water ray of frost, shape water (EE), frostbite (EE)

Extinguish Light Transmutation Cantrip Casting Time: 1 action

1 action Range: 60 ft

60 ft Components: V, S

V, S Duration: Instantaneous All non-magical light sources (no greater than torches, lanterns or candles) within a 20 ft radius of a targeted point within range are immediately extinguished. This cantrip does not affect magical light sources or Light spells, or any light source more powerful than a torch. The darkness is non-magical - Blindsight, Darkvision and Truesight can see through it as normal - and the light sources can be re-activated straight away (though being plunged into darkness may make them hard to locate!).





Elemental Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with the elements. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You cannot use this feature again until you finish a long rest.

Circle Spells

Your mystical connection to the elements infuse you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the element that you specialise in. Consult the list of spells associated with that element on the next page.

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.