Druid

 

Druid: Druid Circles: Circle of the Primordial

These druids can command the elements, shape the environment and wield natural energies to protect and restore balance. Their deep connection to primordial forces makes them formidable guardians of the natural world.

Circle of the Primordial Features

Elementalism

When you join this circle at 3rd level, you add ‘primordial spirit’ to the list of wild traits available to your great beast spirits:

Primordial Spirit. This creature gains the following benefits:

          The creature’s maximum hit points cannot be lower than your Wisdom score.

          The creature gains additional benefits based on your ‘elemental attunement’.

          The creature’s type is elemental, and it doesn’t need to breathe.

Elemental attunement

In addition, you must choose one element to attune to: air, earth, fire, water. You can change this choice whenever you finish a long rest.

Your ‘elemental attunement’ determines you list of circle spells. Your elemental attunement choice also grants additional benefits to the ‘primordial spirit’ wild trait. When you change your ‘elemental attunement’, these benefits automatically change to match the chosen element.

Druid level

Air Spells

Earth Spells

Fire Spells

Water Spells

3

Thunder wave

Earth tremor

Burning hands

Create or destroy water

3

Gust of wind

Earthen grasp

Wildfire blaze

Binding ice

5

Fly

Erupting earth

Fireball

Tidal wave

7

Freedom of movement

Stoneskin

Wall of fire

Control water

9

Control winds

Rockfall

Immolation

Cone of cold

Primordial Spirit benefits

Air Spirit. This creature also gains the following benefits:

          The creature has resistance to thunder damage.

          The creature gains a fly speed of 30 feet. If the creature already had a fly speed, that speed is increased by 10 feet instead.

          As a bonus action, the creature can move up to 30 feet in a straight line. While moving in this way, the creature can move through other creatures, and its movement does not provoke opportunity attacks. Each other creature the creature moves through must make a Strength saving throw or be pushed 5 feet in any direction (your choice).

Earth Spirit. This creature also gains the following benefits:

          The creature has resistance to acid damage.

          The creature also has a burrow speed of 20 feet and can burrow through nonmagical, earth and stone, though it cannot end its turn inside the ground or a solid object. If the creature runs out of movement inside the ground at the end of its turn, it is shunted to the nearest surface taking 1d10 force damage. While the creature burrows in this way, it does not disturb the material it moves through.

          As a bonus action, the creature can move next to another creature within 20 feet of it. The target creature must make a Dexterity saving throw or take 1d6 bludgeoning damage and be pushed up to 15 feet directly away from the creature. The creature cannot move a creature that is Huge or larger with this trait.

Fire Spirit. This creature also gains the following benefits:

          The creature has resistance to fire damage.

          If this creature is hit with a melee attack, it can use a reaction to deal 1d6 fire damage to the attacker.

          As a bonus action, the creature and one willing creature of the creature’s choice within 5 feet of the creature can teleport up to 15 feet to an unoccupied space the creature can see. Then each other creature within 5 feet of the space that the creature left must succeed on a Dexterity saving throw or take 1d6 fire damage.

 

Water Spirit. This creature also gains the following benefits:

          The creature has resistance to cold damage.

          The creature also gains a swim speed of 60 feet.

          As a bonus action, the creature can transform into a wave and move 15 feet in any direction while in a body of water. When it does so, the creature can move through other creatures and each other creature it moves through as well as each creature within 5 feet of a space it moves through must succeed on a Strength saving throw or be moved 15 feet in the same direction. Creatures that are large or larger automatically succeed on this saving throw.

Elemental Form

Beginning at 10th level, you can expend 4 uses of you ‘call of the wild’ to wild shape into an elemental form instead of one of your great beast spirits.

When you ‘wild shape’ into a hag, it follows the rules for ‘wild shape’ except:

          You use the hag form template instead of one of your great beast spirit templates.

          You gain 10 + 5 per druid level temporary hit points. The shape lasts until you lose the temporary hit points, until you use a bonus action to resume your normal form, or until you use your wild shape feature again to take a new form.

          The form gains a special elemental trait associated the element of your ‘elemental attunementinstead of any wild trait available to your great beast spirits.

Elemental Traits

Air. The elemental gains the following benefits:

          It is immune to thunder damage

          It has a fly speed of 90 feet.

          As a bonus action, the elemental can move up to 60 feet in a straight line. While moving in this way, it can move through other creatures, and its movement does not provoke opportunity attacks. Each creature it moves through must make a Strength saving throw or be pushed 10 feet in any direction (your choice).

Earth. The elemental gains the following benefits:

          It is immune to acid damage.

          It has a burrow speed of 40 feet and can burrow through nonmagical, unworked earth and stone. While the elemental burrows in this way, it does not disturb the material it moves through.

          As a bonus action, the elemental throws a rock at another creature within 40 feet of it. The target must make a Dexterity saving throw or take 3d6 bludgeoning damage and be pushed up to 15 feet directly away from the elemental. The elemental cannot move another creature that is gargantuan with this ability.

Fire. The elemental gains the following benefits:

          It is immune to fire damage.

          Whenever it is hit with a melee attack, the elemental can use its reaction to deal 3d6 fire damage to the attacker.

          As a bonus action, the elemental can target a point it can see within 60 feet. Each creature within 10 feet of the point must succeed on a Dexterity saving throw or take 3d6 fire damage. This fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.

Water. The elemental gains the following benefits:

          It is immune to cold damage.

          It has a swim speed of 90 feet.

          As a bonus action, the elemental can transform into a wave and move 30 feet in any direction of its choice in a body of water. When it does so, the elemental can move through other creatures and each other creatures it moves through as well as each creature within 10 feet of a space the elemental moves through must make a Strength saving throw or be moved 30 feet in the same direction the elemental moves. Creatures that are huge or larger have advantage on this saving throw.

Elemental Form

Large Elemental

Armor Class 15 (+3 from natural armour)

Speed 40 feet

Str 16 (+3)

Int -

Dex 14 (+2)

Wis -

Con 18 (+4)

Cha -

Languages Primordial

Saving Throws Constitution

Special

Sustained. The elemental doesn’t need to eat or breathe.

Actions

Elemental Slam. Melee attack, reach 5 ft., 1d6 bludgeoning damage + 1d8 damage of the same type as the elemental trait grants immunity to.

 

Primordial Magic

Beginning at 18th level, you can cast your 1st and 2nd level primordial circle spells without expending a spell slot. You can also cast spells on your primordial circle spell list while wild shaped into an elemental.