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### Circle of the Sun Your connection with the primordial forces of the world allow you to open yourself as a conduit to the Elemental Planes. You can establish a connection with an entity from one of the inner planes with whom you have established a prior arrangement as part of your druid training. ###### The Druidic and Spellcasting class features are unchanged. #### Manifestation **This class feature replaces Wild Shape.** At 2nd level, chose one of the four Elemental Planes (Air, Fire, Earth, or Water). As an Action you can Manifest an elemental spirit from that Plane to gain the following features: * You gain 20 temporary hit points. * You gain proficiency with improvised and martial weapons. When you make a melee or ranged weapon attack, you add your Wisdom modifier to the attack and damage rolls instead of Strength or Dexterity. * You lose the ability to speak all languages except the language corresponding to the Elemental Plane you chose. You still understand all languages you know normally. | Elemental Plane | Primordial dialect | | :--- | ---: | | Air | Auran | | Fire | Ignan | | Earth | Terran | | Water | Aquan | You can maintain the manifestation for a number of hours equal to half your druid level (rounded down). You can end the manifestation early by using a bonus action. The manifestation automatically ends if you fall unconscious or die. While you manifest, the following rules apply: * You can't cast spells. Manifesting doesn't break concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as *call lightning*, that you've already cast. * You are immune to possession by entities other than this one, and you have advantage on saving throws against being charmed. * You have vulnerability to psychic damage. * If your temporary hit points drop to 0, you can choose to allow the manifestation to end. Otherwise, you immediately begin concentrating as if on a spell to maintain the manifestation. At the end of each of your turns you must make a Constitution saving throw (DC 10 + the number of turns since you began concentration). You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines to what extent you are able to manifest the spirit. This feature improves at 4th level and again at 8th level. \columnbreak #### Manifestation Improvement At 4th level, your ability to manifest improves. You gain the following additional features when you Manifest: * If you are wearing no armor, your AC becomes 10 + your Wisdom modifier + your Dexterity modifier. * As a bonus action, you may spend a spell slot to imbue your weapon with the power of the Inner Planes. The next attack you make with that weapon before the start of your next turn deals additional damage equal to your proficiency bonus times the level of the spell slot. The damage type corresponds to the Plane you chose at 2nd level: | Elemental Plane | Damage type | | :--- | ---: | | Air | Lightning | | Fire | Fire | | Earth | Magical bludgeoning, piercing, or slashing | | Water | Cold | #### Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. #### Empowered Element Starting at 6th level, when you roll damage of your chosen Plane's damage type, you add your Wisdom modifier to the damage dealt. #### Manifestation Improvement At 8th level, your ability to manifest improves. You gain the following additional features when you Manifest: * Instead of 20, you gain temporary hit points equal to 5 times your druid level. * You gain a movement ability equal to your movement speed based on the Elemental Plane you chose at 2nd level: | Elemental Plane | Ability | | :--- | ---: | | Air | Flying | | Fire | Flying | | Earth | Burrowing & 20 ft tremorsense | | Water | Swimming & water breathing | #### Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
| Circle of the Sun Druid
\pagebreak #### Manifest Weapon Starting at 10th level, your connection to the Inner Planes becomes so strong that your possessing spirit can become partially corporeal. As a bonus action, you can spend 4 hit dice to summon a weapon made out of your chosen planar element which lasts as long as you Manifest. You concentrate on this ability as though it was a spell. On each of your turns you can make a melee spell attack with this weapon as a bonus action. The weapon deals 2d10 elemental damage on a hit. **Surge**: As an action you can hurl your manifested weapon to a space you can see within 30 ft. All creatures in a 10 ft sphere must make a Dexterity saving throw against your spell save DC. On a failure the creature takes 4d10 elemental damage and suffers the effect listed in the table below. On a success the creature takes half damage and suffers no additional effect. The damage increases to 4d12 at level 14. Once you use this ability, you cannot summon this weapon again for the remainder of this manifestation. | Elemental Plane | Effect | | :--- | ---: | | Air | Pushed 15 ft in the direction the weapon was thrown and knocked prone | | Fire | Blinded for 1 minute. Affected creatures make a Constitution saving throw against your spell save DC at the end of each of their turns to end the effect early | | Earth | No effect. Creates a 10 ft radius dust cloud that lasts for 1 minute. The cloud spreads around corners and its area is heavily obscured for the duration or until a moderate wind (10 mph) disperses it | | Water | Frozen in place (movement speed becomes 0). Any creature can attempt a Strength check against your spell save DC to break a frozen creature free. The ice melts after 1 minute | #### Ability Score Improvement When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. #### Primordial Sacrifice Starting at 14th level while manifesting you can, as a bonus action, spend hit dice to regain temporary hit points up to your current maximum. Also, Manifest Weapon now costs 6 hit dice to summon and deals 2d12 elemental damage. #### Ability Score Improvement When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. \columnbreak #### Timeless Body Starting at 18th level, the primordial magic that you wield causes you to age more slowly. For every 10 years that pass your body ages only 1 year. #### Manifested Spells Starting at 18th level, you can cast druid spells while Manifesting. #### Ability Score Improvement When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. #### Archdruid At 20th level, you can Manifest an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit whether you are manifesting or not.
| Circle of the Sun Druid