Circle of the Elemental Warrior (5e Subclass)
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Druid: Circle of the Elemental Warrior
The Circle of the Elemental Warrior is made of druids who have spent a long time in the wild, training a ancient martial art who consists in harnessing the primordial power who resides in the isolated places, untouched by civilization. A druid usually don't chose this path, but it is chosen by it, hearing the call of the wild, usually leading them to an old tree, who gift them the means and knowledge to craft masterful weapons, able to channel the druids magic.
They are often considered solitary and dangerous people, but actually have a strong sense of community. They find allies and friends on the natural world itself and share a powerful bond between their own kind, contacting their piers and fighting together against treats to the natural balance, keeping watch on the advances of nations borders into the nature's domains.
Circle Spells
Your bond with the nature spirits and your ability to commune with the elements give you access to certain spells. At 2nd level, you learn the green flame blade cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Elemental Warrior Spells table.
Once you gain access to one of these spells, 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.
Druid Level | Spells |
---|---|
3rd | magic weapon,dragon's breath[1] |
5th | elemental weapon[2], protection from energy |
7th | conjure minor elementals, guardian of nature[3] |
9th | wrath of nature[4],conjure elemental |
[1] Xanathar, page 154
[2] PHB, page 237
[3] Xanathar, page 157
[4] Xanathar, page 171
Forest Ordnance
When you chose this circle at 2nd level, you must go on a journey, to search for a big wooden log from an ancient tree, that you break in two parts, magically shaping it into a suit of armor and a wooden weapon. After a long ritual, you magically bond with them, absorbing both into your body, and being able to summon then when you are not wearing armor.
When not summoned, your skin assumes a wooden texture and your AC can never be lower than 13.
You can use spend one of your Wild Shape uses and take an action to summon your Forest Ordnance, choosing the form of both the armor and of one melee weapon you are proficient with. You can use the Forest Ordnance as a spellcasting focus for your druid spells.
After summoned, you can conceal both the weapon and armor by taking an action to do it. They vanish after 1 hour, after you dismiss it (no action required), or if you use this feature again.
When you attack with a weapon created by your Forest Ordnance, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
The Forest Ordnance also has the following features:
Forest Weapon. You can't be disarmed of this weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. No matter the shape you choose, the weapon it is considered a quarterstaff, but you can chose its type of damage between the following: slashing, piercing or bludgeoning. You chose this when you summon the Forest Ordnance.
Wooden Armor. This armor, no matter the shape you choose, have an AC of 13 + your Wisdom modifier. As a bonus action, you can grow thorns on the armor. When grappling, the thorns deal 1d4 at the beggining of each of your turns. They are considered simple and light weapons, dealing 1d4 piercing damage.
Friend of the Elements
At 2nd level, you gain advantage in each save rolled to avoid cold, fire, lightning, poison, acid or thunder damage.
In addition, when you make a melee attack using the quarterstaff created by your Forest Ordnance feature, you can cause extra damage to the first creature you hit on each of your turns with equal to 1d4. You chose the type of the damage each time you hit a creature, from the types listed above.
This extra damage increases at level 10th (1d6) and 14th (1d8).
Major Infusion
When you reach 6th level, you gain the ability to infuse your Forest Ordnance with your own magic. Your attacks with your Forest Staff count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, you learn how to infuse your spell into your suit of armor. While wearing your Wooden Armor, when you use your action to cast a cantrip that deals cold, fire, lightning, poison, acid or thunder damage, you can make one weapon attack as a bonus action.
Warrior of Nature
While wearing the Wooden Armor, you can use your Wisdom modifier for Strength checks and saving throws.
In addition, as a reaction in each of your turns, you can spend one spell slot to absorb damage equal to 1d8 per level of the spell slot expended.
Master of Elements
When you reach 14th level, you reach the edge of the mastery of elemental powers. When cast any spell that deals cold, fire, lightning, poison, acid or thunder damage, you can add your Wisdom modifier to the damage.
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