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

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This is a [[Druid (5A)|Druid]] circle for [[5A]].
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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.
 
''“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.
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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.  
 +
 
 +
Like other druids, members of this circle has power over all the elements, but they have a particular affinity for one element, gaining some specialized spells and powers.
 +
The circle sees cold as a separate element, so there are five elemental options.
 +
They tend to take on characteristics of their chosen element, so most fire druids are hot tempered, cold druids are cold-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 five elements.
 +
 
 +
''Source:
 +
En5ider 9. Extensive edits.
  
''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 ===
 
=== 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.
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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.  
 
+
Once you gain access to a spell, 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.
XXX
 
  
 
{| class="wikitable"
 
{| class="wikitable"
|+'''Wildfire Spells'''
+
|+'''Elemental Spells'''
|| '''Druid Level''' ||valign="bottom" | '''Spells'''
+
|rowspan=2| '''Druid Level''' ||valign="bottom" align=center colspan=6| '''Spells'''
 
|-
 
|-
|'''Level || '''Universal || '''Air || '''Earth || '''Fire || '''Water
+
||'''Universal ||| '''Air ||| '''Cold ||| '''Earth |||'''Fire |||'''Water
 
|-
 
|-
| valign=top align=center | 2 || [http://dnd5e.wikidot.com/spell:absorb-elements Absorb Elements]  || [http://dnd5e.wikidot.com/spell:gust-of-wind Gust of Wind], [http://dnd5e.wikidot.com/spell:warding-wind Warding Wind]
+
| valign=top align=center | 2 ||valign="top"| [http://dnd5e.wikidot.com/spell:chromatic-orb Chromatic Orb] ||valign="top"| [http://dnd5e.wikidot.com/spell:thunderclap Thunderclap]  ||valign="top"| [http://dnd5e.wikidot.com/spell:frostbite Frostbite] ||valign="top"| [http://dnd5e.wikidot.com/spell:mold-earth Mold Earth] ||valign="top"| [http://dnd5e.wikidot.com/spell:create-bonfire Create Bonfire] ||valign="top"| [http://dnd5e.wikidot.com/spell:shape-water Shape Water]  
 
|-
 
|-
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:dragons-breath Dragon's Breath] || [http://dnd5e.wikidot.com/spell:absorb-elements Absorb Elements]  
+
| valign=top align=center | 2 ||valign="top"| [http://dnd5e.wikidot.com/spell:absorb-elements Absorb Elements] ||valign="top"| [http://dnd5e.wikidot.com/spell:witch-bolt Witch Bolt] ||valign="top"| [http://dnd5e.wikidot.com/spell:frost-fingers Frost Fingers] ||valign="top"| [http://dnd5e.wikidot.com/spell:catapult Catapult] ||valign="top"| [http://dnd5e.wikidot.com/spell:burning-hands Burning Hands] ||valign="top"| [http://dnd5e.wikidot.com/spell:tashas-caustic-brew Tasha's Caustic Brew]  
 
|-
 
|-
| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:elemental-weapon Elemental Weapon] || [http://dnd5e.wikidot.com/spell:absorb-elements Absorb Elements]  
+
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:dragons-breath Dragon's Breath] ||valign="top"| [http://dnd5e.wikidot.com/spell:kinetic-jaunt Kinetic Jaunt] ||valign="top"| [http://dnd5e.wikidot.com/spell:rimes-binding-ice Rime's Binding Ice] ||valign="top"| [http://dnd5e.wikidot.com/spell:maximillians-earthen-grasp Maximillian's Earthen Grasp] ||valign="top"| [http://dnd5e.wikidot.com/spell:pyrotechnics Pyrotechnics] ||valign="top"| [http://dnd5e.wikidot.com/spell:melfs-acid-arrow Melf's Acid Arrow]  
 
|-
 
|-
| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:summon-elemental Summon Elemental] || [http://dnd5e.wikidot.com/spell:absorb-elements Absorb Elements]  
+
| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:fear Fear] ||valign="top"| [http://dnd5e.wikidot.com/spell:lightning-bolt Lightning Bolt] ||valign="top"| [http://dnd5e.wikidot.com/spell:vampiric-touch Vampiric Touch] ||valign="top"| [http://dnd5e.wikidot.com/spell:pulse-wave Pulse Wave] ||valign="top"| [http://dnd5e.wikidot.com/spell:fireball Fireball] ||valign="top"| [http://dnd5e.wikidot.com/spell:hunger-of-hadar Hunger of Hadar]  
 
|-
 
|-
| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:summon-draconic-spirit Summon Draconic Spirit] (Chromatic only) || [http://dnd5e.wikidot.com/spell:absorb-elements Absorb Elements]  
+
| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:banishment Banishment] ||valign="top"| [http://dnd5e.wikidot.com/spell:storm-sphere Storm Sphere] ||valign="top"| [http://dnd5e.wikidot.com/spell:otilukes-resilient-sphere Otiluke's Resilient Sphere] ||valign="top"| [http://dnd5e.wikidot.com/spell:gravity-sinkhole Gravity Sinkhole] ||valign="top"| [http://dnd5e.wikidot.com/spell:widogast-s-web-of-fire-hb Widogast's Web of Fire] ||valign="top"| [http://dnd5e.wikidot.com/spell:vitriolic-sphere Vitriolic Sphere]
 +
|-
 +
| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:animate-objects Animate Objects] ||valign="top"| [http://dnd5e.wikidot.com/spell:cloudkill Cloudkill] ||valign="top"| [http://dnd5e.wikidot.com/spell:dawn Dawn] ||valign="top"| [http://dnd5e.wikidot.com/spell:passwall Passwall] ||valign="top"| [http://dnd5e.wikidot.com/spell:immolation Immolation] ||valign="top"| [http://dnd5e.wikidot.com/spell:bigbys-hand Bigby's Hand]  
 
|-
 
|-
 
|}
 
|}
  
Earth
+
=== Elemental Energy Recovery ===
3rd earthbind*, earth tremor* 5th erupting earth*, meld into stone 7th stone shape, stone skin 9th pass wall, transmute rock*
+
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.
 
+
You can use this ability once, regaining it at the end of a long rest.
Air
 
3rd gust of wind, warding wind* 5th dust devil*, wind wall 7th freedom of movement, storm sphere* 9th cloudkill, control winds*
 
  
Fire
+
=== Element Walker ===
3rd flaming sphere, pyrotechnics* 5th fireball, flame arrows* 7th fire shield, wall of fire 9th flame strike, immolation*
+
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.
  
Water
+
: '''Air.''' While walking through air, you have a fly speed equal to twice your walking speed.
3rd fog cloud, ice knife 5th tidal wave, wall of water* 7th control water, watery sphere* 9th ice storm, maelstrom*
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: '''Cold.''' 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.
 +
: '''Earth.''' While walking through earth, you have a burrow speed equal to your walking speed. You do not leave any tunnel behind but cannot burrow through stone.
 +
: '''Fire.''' 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.
 +
: '''Water.''' While waling through water, you have a swim speed equal to twice your walking speed and can breathe water.
  
All elements
+
Your equipment and clothing travels with you and is also protected.
3rd absorb elements*, sky write* 5th elemental weapon, gaseous form 7th conjure minor elementals, freedom of movement 9th elemental bane*, conjure elemental *Included in the elemental player’s supplement.
+
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 Energy Recovery
+
=== Elemental Wild Shape ===
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.
+
At 10th level and beyond, you can use Wild Shape to transform into a type of elemental depending on your Elemental Affinity: '''Air''' or '''Cold''': air, '''Earth''': earth, '''Fire''': fire, '''Water''': water.
 +
The elemental you change into must have an Intelligence of 6 or less but can have a challenge rating as high as half your druid level, rounded down. Ignore the Beast Shapes table when using Elemental Wild Shape.
  
Element Walker
+
=== Master of the Elements ===
Beginning at 6th level, you can travel freely through a single element type (earth, air, fire, or water) for a number of rounds equal to half your druid level, rounded up. While walking through earth, you are treated as having a burrow speed equal to your walking speed. While walking through air, you are treated as having a fly speed equal to your walking speed. You cannot break up your movement to attack or take any other actions, other than the Dash action, while you are using this power. You cannot take companions or allies with you using this power. Your equipment and clothing travels with you and is also protected. This feature cannot be used again until you finish a short or long rest.
+
At 14th level, you can use all elements, as if you had Elemental Affinity in each of the five elements. When using Element Walker, you simultaneously gain all the benefits.
  
Elemental Wild Shape
+
== Editor's Notes ==
At 10th level and beyond, you can expend two uses of wild shape to transform into an air, water, fire, or earth elemental.
+
The spells were a mess and had to be re-done from scratch.  
  
Blend the Elements
+
Using cold as a druid element was a whim given by available spells at low levels, but became somewhat tricky at higher levels.
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.
 

Latest revision as of 17:06, 15 October 2022

5A5A logo
Starfox's 5th Edition Fan Page

This is a Druid circle for 5A.

“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.

Like other druids, members of this circle has power over all the elements, but they have a particular affinity for one element, gaining some specialized spells and powers. The circle sees cold as a separate element, so there are five elemental options. They tend to take on characteristics of their chosen element, so most fire druids are hot tempered, cold druids are cold-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 five elements.

Source: En5ider 9. Extensive edits.

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. Once you gain access to a spell, 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.

Elemental Spells
Druid Level Spells
Universal Air Cold Earth Fire Water
2 Chromatic Orb Thunderclap Frostbite Mold Earth Create Bonfire Shape 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. You can use this ability once, regaining it at the end of a long rest.

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.

Air. While walking through air, you have a fly speed equal to twice your walking speed.
Cold. 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.
Earth. While walking through earth, you have a burrow speed equal to your walking speed. You do not leave any tunnel behind but cannot burrow through stone.
Fire. 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.
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. 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 use Wild Shape to transform into a type of elemental depending on your Elemental Affinity: Air or Cold: air, Earth: earth, Fire: fire, Water: water. The elemental you change into must have an Intelligence of 6 or less but can have a challenge rating as high as half your druid level, rounded down. Ignore the Beast Shapes table when using Elemental Wild Shape.

Master of the Elements

At 14th level, you can use all elements, as if you had Elemental Affinity in each of the five elements. When using Element Walker, you simultaneously gain all the benefits.

Editor's Notes

The spells were a mess and had to be re-done from scratch.

Using cold as a druid element was a whim given by available spells at low levels, but became somewhat tricky at higher levels.