Circle of the Elements (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.
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.
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 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. 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.
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.