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# Elemental Druids Nature is more than just the circle of life in the world, it includes the powerful physical forces that underlie all creation. A select few druids hear the voice of these forces and learn to speak back. Here is a new option for the Druid Circle feature. ### Circle of Elements The Circle of Elements seeks to keep the elements in balance. They dedicate themselves to protecting the balance of the physical world before the living world. They well know the catastrophe that could overcome the world if one element gained an upper hand. Druids of this circle make bargains with elementals to aid them and grant them boons in their quests across the world. #### Language When you choose this circle at 2nd level, you learn the language Primordial. #### Invoke elements When you choose this circle at 2nd level, you may invoke an elemental force to be imbued with some of its power. As a bonus action you can expend one use of Wild Shape and choose one damage type: fire, lightning (air), cold (water) and bludgeoning (earth). Your form becomes semi-translucent and glows dimly, bludgeoning damage gives a craggy, dusty appearance instead. This form lasts for 1 minute. You may also assume this form as a reaction to being damaged by one of these types, the damage and form type must match and the resistance applies to the damage taken. While you are transformed, you have resistance to the chosen damage type and can re-roll 1's and 2's on damage dice of that type. While you are transformed, you can use an action to unleash a barrage of elemental energy. Each creature in a 15-foot cone or 20-foot line must make a Dexterity saving throw. A creature takes 1d6 + wisdom modifier elemental damage on a failed save, or half as much damage on a successful one. You can take this action up to your wisdom modifier times per day. When you reach 4th level add 1d6 to the damage and add a further 2d6 at 8th and 18th level. Beginning at 8th level, the origin of the barrage can be a point within 30 feet that you can see. #### Circle Spells Your connection with the elements infuses you with the ability to cast certain spells. At 3rd, 5th, 7th and 9th level you gain access to circle spells that allow you to channel their power. 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. You also know the Elemental blast spell detailed on page 2. This doesn't count against your number of known cantrips. \columnbreak ##### Circle of Elements | Druid Level | Circle Spells | |:----:|:-------------| | 3rd | *Dragons Breath, Warding Wind* | | 5th | *Melf's Minute Meteors, Thunder Step* | | 7th | *Conjure Minor Elementals, Storm Sphere* | | 9th | *Conjure Elemental, Cone of Cold* | #### Gift of the spirits Beginning at 6th level, you can choose an elemental gift at the end of each long rest: Air, Earth, Fire or Water. You must spend at least 10 minutes of your long rest meditating and attuning to your gift. The gift lasts until the end of your next long rest. While gifted, the selected element creates a feint sensory effect around you and can perceived by anyone within 15 feet of you with a DC 15 wisdom (perception) check. E.g. the whistle of wind, the rumble of earth, the heat of a desert or the shimmer of light on water. ##### Elemental Gift | Element | Gift | |:----:|:-------------| | Air | You can cast featherfall without expending a spell slot or having it prepared | | Earth | You have a burrow speed of 15 feet through unworked earth or stone. If you end your turn in earth you are ejected to the nearest unoccupied space, and you are stunned until the end of your next turn. | Fire | Your walking speed increases by 10 feet | | Water | You are under the effects of the Water Breathing spell and gain a swim speed equal to your walk speed | You also gain the use of one corresponding cantrip: Gust, Mold Earth, Control Flames or Shape water. You can choose to cast these cantips as a bonus action while gifted with the same element. #### Elemental companions Beginning at 10th level, you have built an understanding with several named elementals. Pick up to 8 targets for Conjure Minor Elementals and 1 target for Conjure Elemental and give them appropriate names. If you conjure only named elementals then the spell casting time is reduced to 1 action. If you lose concentration during the spell, the elementals revert to defending themselves for the duration. As an action you can try to persuade them to perform one task with a DC 18 charisma (persuasion) check one time after losing concentration. If a target of Conjure Elemental dies while summoned, you must wait 1d4 days before summoning it by name again.
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Rev. 1.1 Created by reddit user u/laminos01
\pagebreak You may gain the service of more named elementals by meditating to contact willing targets and then striking a bargain with them: often performing an appropriate service for them or dedicating a shrine to them in an appropriate environment. #### Elemental bridge By 14th level, you are a bridge from the world to the elemental planes. You always have the spell Planar Shift prepared and it doesn't count against the number of spells you can prepare each day. You gain one token used in the spell to an elemental plane of your choice. When you would be reduced to 0 hit points or below, you are instead reduced to 1 hit point and you instantly cast Planar Shift on yourself without expending a spell slot. Your destination must be an elemental plane. You return to where you left at the end of 10 turns or as an action before that. ## New Spell #### Elemental blast *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You summon a burst of elemental energy to assault your foes: drawing lightning from the air and channeling a crackling bolt, summoning a frigid deluge of water, conjuring and hurling a boulder or flinging a searing globule of lava. The elemental effects dissipate before your next turn, leaving no physical trace. You choose a damage type: fire, cold, lightning or bludgeoning. On a hit, the target takes 2d4 damage of the type you chose. The spell creates more than one burst when you reach higher levels: two bursts at 5th level, three bursts at 11th level, and four bursts at 17th level. You can direct the bursts at the same target or at different ones. Make a separate attack roll for each burst. Each burst can be of a different damage type.
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Rev. 1.1 Created by reddit user u/laminos01