Druid Circles
At 2nd level, a druid gains the Druid Circle feature. The following is a new option for that feature, in addition to those listed in the Player's Handbook: the Circle of Elements.
Circle of Elements
The Circle of Elements preserves the connection between the planes and their primal, elemental energies, as without these elements, life would not be possible. Those of this circle seek out lands drained or devoid of elemental magic, reinforcing or creating new links to safeguard these basic components of life.
Circle of Elements Features
| Druid Level | Feature |
|---|---|
| 2nd | Elemental Mask, Prime Communion |
| 6th | Widen Leyline |
| 10th | Elemental Flurry |
| 14th | Planar Ejection |
Elemental Mask
When you choose this circle at 2nd level, you can shape aspects of elements around yourself, gaining some of their abilities.
When you use your Wild Shape, you can choose to mask yourself with elemental essence instead of transforming. If you do, you gain statistics related to a chosen elemental creature:
- You gain temporary hit points equal to half of the creature's average hit points.
- Your creature type is elemental, as well as your normal type.
- You gain the speeds shown in the Speeds Gained column of the Elemental Mask table.
- You gain the elemental's senses.
- You gain the traits of the elemental.
- You gain the elemental's actions, including the creature's Multiattack action, if it has one.
Your druid level determines the elementals you can choose, as shown in the Elemental Mask table. However, you cannot chose the following forms: Chwinga, Four-Armed Gargoyle, or Water Weird.
| Level | Max CR | Speeds Gained | Example |
|---|---|---|---|
| 2nd | 1/2 | Climb | Magma MephitMM |
| 5th | 2 | Burrow, swim | GargoyleMM |
| 11th | 5 | Fly | Air ElementalMM |
| 17th | 7 | - | Water Elemental MyrmidonMToF |
Your elemental mask remains for a number of hours equal to half your druid level (rounded down), or until all of the temporary hit points gained through this feature are lost. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Prime Communion
Also at 2nd level, your link to primal elemental energy allows you to commune with elemental forces across planes.
You learn the Primordial language, which allows you to communicate in its dialects: Aquan, Auran, Ignan, and Terran. As with Druidic, you can speak the language and use it to leave secret messages. Such messages can be perceived, even across planar boundaries, by other druids with the Prime Communion feature, as well as elementals; any other creatures spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Widen Leyline
At 6th level, you can widen the channels of elemental energy in the land around you, enriching the area and bolstering elemental presence.
By spending 10 minutes in concentration (as if you were concentrating on a spell) and doing nothing else, you can widen the elemental channels in an area 1 mile around you for 8 hours. Doing so causes any elemental creatures within the area to immediately regain hit points equal to 2d10 plus your spellcasting ability modifier, makes you immediately aware of any elementals currently in the area, including their number and distance away from you, and grants you advantage on Charisma checks against elementals while within the area.
Once you have used this feature, you can't use it again until you finish a long rest.
Elemental Flurry
At 10th level, you can expand your elemental mask to create a flurry of raging elemental magic around yourself.
As an action while your Elemental Mask is active, you can create an area in a 30-foot radius, centered on you, which moves with you for 1 minute. The area is lightly obscured. Creatures of your choice within the area have resistance to damage of the same element as the creature you selected for your Elemental Mask, and when a creature within the area takes damage of that element, you can cause the creature to take additional damage equal to your Wisdom modifier.
When you use this feature, your Elemental Mask ends immediately, and you revert to your normal form.
Planar Ejection
At 14th level, you attain complete control of the elemental forces within an area of widened elemental channels.
Within an area affected by your Widen Channel feature, you can cast the plane shift spell, without expending a spell slot or providing material components. When you cast plane shift via this feature, you can only choose elementals or willing creatures whose hands are linked with you as targets of the spell, and you can only choose an elemental plane as the destination.
Once you have used this feature, you can't use it again until you finish a long rest.
Legend
- MM = Monster Manual
- MToF = Mordenkainen's Tome of Foes
Questions? Feedback?
Thank you for taking the time to read, review and enjoy this homebrew. Feel free to get in touch with me on reddit: /u/devikyn with your comments and improvements!
CIRCLE OF ELEMENTS