Difference between revisions of "Circle of the Elements (5A)"

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Beginning at 6th level, you can travel freely through the element corresponding to your Elemental Affinity for a number of rounds equal to half your druid level, rounded up.  
 
Beginning at 6th level, you can travel freely through the element corresponding to your Elemental Affinity for a number of rounds equal to half your druid level, rounded up.  
  
While walking through air, you have a fly speed equal to your walking speed.  
+
:While walking through air, you have a fly speed equal to twice your walking speed.  
While walking through cold, you are immune to cold damage.
+
:While walking through cold, you are immune to cold damage. If you are in contact with ice or snow, or take cold damage at any point of your move, your land speed doubles.
While walking through earth, you have a burrow speed equal to your walking speed.  
+
:While walking through earth, you have a burrow speed equal to your walking speed.  
While walking through fire, you are immune to fire damage.
+
:While walking through fire, you are immune to fire damage. If you would normally take fire damage at any point of your movement, your land speed doubles.
While waling through water, you have a swim speed and can breathe water.
+
:While waling through water, you have a swim speed equal to twice your walking speed and can breathe water.
  
 
Your equipment and clothing travels with you and is also protected.  
 
Your equipment and clothing travels with you and is also protected.  
You cannot take companions or allies with you.  
+
At 6th level you cannot take companions or allies with you.  
 
At level 10 you can take a number of allies you touch equal to your proficiency bonus along when you walk the elements. Each of these allies must start their turn within 50 feet of you or the effect ends for that ally.
 
At level 10 you can take a number of allies you touch equal to your proficiency bonus along when you walk the elements. Each of these allies must start their turn within 50 feet of you or the effect ends for that ally.
 
This feature cannot be used again until you finish a short or long rest.
 
This feature cannot be used again until you finish a short or long rest.

Revision as of 09:15, 2 June 2022

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“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.

Source: En5ider 9.

Elemental Affinity

At 2nd level when you join the Circle of the Elements, you must select one element, air, cold, earth, fire, or water. This choice affects the powers you gain as you advance in the circle.

Circle Spells

At 2nd level and above, your character’s connection to the elements grants them access to certain spells. Add the spells in the universal column of the Elemental Spells table as well as the spells listed for your Elemental Affinity to your list of spells. These become druid spells to you, but they must be prepared and cast like any other druid spell.

Elemental Spells
Druid Level Spells
Universal Air Cold Earth Fire Water
2 Absorb Elements Witch Bolt Frost Fingers Catapult Burning Hands Tasha's Caustic Brew
3 Dragon's Breath Kinetic Jaunt Rime's Binding Ice Maximillian's Earthen Grasp Pyrotechnics Melf's Acid Arrow
5 Fear Lightning Bolt Vampiric Touch Pulse Wave Fireball Hunger of Hadar
7 Banishment Storm Sphere Otiluke's Resilient Sphere Gravity Sinkhole Widogast's Web of Fire Vitriolic Sphere
9 Animate Objects Cloudkill Dawn Passwall Immolation Bigby's Hand

Elemental Energy Recovery

From 2nd level onwards, you can recover used spell slots during a short rest, of a combined value up to half your druid level, rounded up. This feature otherwise functions identically to the wizard’s Arcane Recovery feature.

Element Walker

Beginning at 6th level, you can travel freely through the element corresponding to your Elemental Affinity for a number of rounds equal to half your druid level, rounded up.

While walking through air, you have a fly speed equal to twice your walking speed.
While walking through cold, you are immune to cold damage. If you are in contact with ice or snow, or take cold damage at any point of your move, your land speed doubles.
While walking through earth, you have a burrow speed equal to your walking speed.
While walking through fire, you are immune to fire damage. If you would normally take fire damage at any point of your movement, your land speed doubles.
While waling through water, you have a swim speed equal to twice your walking speed and can breathe water.

Your equipment and clothing travels with you and is also protected. At 6th level you cannot take companions or allies with you. At level 10 you can take a number of allies you touch equal to your proficiency bonus along when you walk the elements. Each of these allies must start their turn within 50 feet of you or the effect ends for that ally. This feature cannot be used again until you finish a short or long rest.

Elemental Wild Shape

At 10th level and beyond, you can expend two uses of wild shape to transform into an air, water, fire, or earth elemental.

Blend the Elements

At 14th level, you gain the ability to create a single powerful effect that mixes the elements together. Choose one spell from this list: control weather, earthquake, incendiary cloud, or sunburst. You can cast that spell without expending a spell slot. You cannot cast that spell again until you have completed a long rest.