Circle of the Elemental Warrior (5e Subclass)
Druid: Circle of the Elemental Warrior[edit]
The Circle of the Elemental Warrior is made of druids who have spent a long time in the wild, training an ancient martial art who consists in harnessing the primordial power who resides in isolated places, untouched by civilization. A druid usually don't choose 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.
Bonus Cantrips[edit]
When you choose this circle at 2nd level, you learn the Booming Blade and Green Flame Blade cantrips. This cantrip doesn’t count against the number of druid cantrips you know.
Circle Spells[edit]
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[edit]
When you chose this circle at 2nd level, you must journey to search for a large trunk of ancient ironwood. After a long ritual, you break it into two parts, shaping them into a suit of armor and a wooden weapon, magically bonding with them, absorbing both into your body, and being able to summon them when you are not wearing armor.
- While the Ordnance is not summoned, your skin assumes the qualities of the ironwood tree, and your AC becomes 13 + your Dexterity modifier if you are not wearing armor.
- You can use spend one use of Wild Shape as 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.
The Forest Ordnance has the following features:
Forest Weapon. This weapon, no matter the shape you choose is considered a quarterstaff that also gains the properties of the chosen weapon, but you can chose its type of damage between the following: slashing, piercing or bludgeoning. You choose this when you summon the Forest Ordnance. 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.
Wooden Armor. This armor, no matter the shape you choose, grants an AC of 14 + your Wisdom modifier. As a bonus action, you can grow or retract thorns on the armor. When grappling, the thorns deal 1d4 piercing damage at the beginning of each of your turns. They are considered simple and light weapons, dealing 1d4 piercing damage.
- The ordnance vanishes if you dismiss it (no action required), if you use this feature again, or after a number of hours equal to half your druid level (rounded up). After summoning, you can conceal or reveal both the weapon and armor as a bonus action.
- 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.
Extra Attack[edit]
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Friend of the Elements[edit]
At 6th level, you gain advantage when you roll a saving throw to avoid or reduce acid, cold, fire, lightning, poison, or thunder damage.
In addition, the first time you hit with an attack using the quarterstaff created by your Forest Ordnance feature, you can deal an extra 1d4 acid, cold, fire, lightning, poison, or thunder damage. You chose the damage type each time you hit.
This extra damage increases to 1d6 at 10th level, and to 1d8 14th level.
Warrior of Nature[edit]
When you reach 6th level, you gain the ability to infuse your Ordnance weapon 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 channel the energy of your spells through your Ordnance 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.
Infused Defenses[edit]
At 10th level, while wearing the Ordnance Armor, you gain a bonus to your Strength and Constitution ability checks and saving throws equal to your Wisdom modifier.
In addition, as a reaction, when you would take damage, you can expend a spell slot and reduce that damage to you by an amount equal to 1d10 per level of the spell slot expended.
Master of Elements[edit]
When you reach 14th level, you reach the edge of the mastery of elemental powers. When cast any druid spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can add your Wisdom modifier to the damage.
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