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Druid |
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Druid: Druid Circles: Circle of the Primordial |
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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. |
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Circle of the Primordial Features |
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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. |
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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 attunement’
instead 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. |
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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. |
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