Circle of the Elements (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Circle of the Elements[edit]

Druid subclass


“I defy you interlopers to enter my domain!” roared the Lady of Flame, her pale face burning with hatred. “Your legionnaires cut down our master at Ynys Mon, but the great red wyrm still lives. And she speaks through me!” The twin vipers in her hands twisted at her words and a gout of fire billowed down the hill.

Druids of the Circle of Elements delight in the raw power of nature. Their magic harnesses the elements to their will, manipulating the environment, permitting them new forms of movement, conjuring elementals or enabling them to assume elemental forms. They tend to take on characteristics of their chosen element, so most fire druids are hot tempered, air druids are changeable and fickle, earth druids are stolid, and water druids wax and wane with the tides. Most compete fiercely with other druids and any of their allies. The Circle’s leaders are drawn from those rare individuals who have achieved a degree of balance and subtlety from mastery of all four elements.


Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.


Elemental Energy Recovery

From 2nd level onwards, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.


Circle Spells

At 2nd level and above, your character’s connection to the elements grants them access to certain spells. Choose one of the following ‘elemental’ spell lists. You automatically know and prepare these spells as they become available at the appropriate levels. The spells do not count against any limit of spells known or prepared per day and you gain access to them even if they would not normally appear on the druid spell list.

Earth:

Air:

Fire:

Water:

All elements:

*Included in the elemental player’s supplement.


Element Walker

Beginning at 6th level, As a bonus action you can gain one of the following elemental benefits:

  • Air: You gain a fly speed equal to your walking speed, and gain resistance to Lightning and Thunder damage.
  • Earth: You gain a burrow speed and a climb equal to your walking speed, and gain resistance to Poison and Bludgeoning damage.
  • Water: You gain a swim speed equal to your walking speed, can breathe air or water, and gain resistance to Acid and Cold damage.
  • Fire: You can teleport between two sources of nonmagical fire that you can see as a bonus action, entering one, and appearing in an unoccupied space within 5 feet of the other. A fire smaller than a bonfire is doused after you use it this way. If the fire is larger than a 5 foot cube, you can teleport to different parts of the fire in the same way, so long as you appear in a space that is not adjacent to the cube of fire you entered. Additionally you gain resistance to Fire damage

You can use the elemental benefits for a number of minutes up to half your druid level rounded up, all at once or in several shorter uses, each one using a minimum of 1 minute from the duration. While you have these benefits you cannot make attacks or cast spells, though you can still concentrate on spells. You can use this feature a number of times equal to half your druid level, rounded up. All expended elemental benefit duration is replenished when you finish a long rest.


Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.


Blend the Elements

At 14th level, you gain the ability to create a single powerful effect that mixes the elements together. You automatically know the spells from the following list: control weather, earthquake, incendiary cloud, and sunburst. You can prepare these spells so long as they are of a level you can cast. They do not count against any limit of spells known or prepared per day, and you gain access to them even if they would not normally appear on the druid spell list. Additionally, you can cast one of these spells once, without expending a spell slot. You cannot cast these spells again this way until you have completed a long rest.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: