Circle of Elements (5e Subclass)

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Elemental Focus When you choose this circle at 2nd level, you choose one element to study and hone your abilities in. You may choose air, earth, fire, or water.

Also at 2nd level, you gain a speciality wild shape which replaces the Wild Shape druid feature. You have access to a set of creatures based on your elemental focus, which are outlined in the Wild Shape table (table 1). The CR of these creatures can be up to half your druid level if they are a beast, or one quarter if they are a monstrosity. Monstrosities are italicised. For the most part, air druids have access to avian beasts, water druids to aquatic beasts, earth druids to mammals, and fire druids to dinosaurs, reptiles, and insectoids.

Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the element you have chosen to study, outlined on the Circle Spells table (table 2). Once you gain access to a circle 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 Affinity Starting at 6th level, when you cast a spell that deals damage and is categorised into the type associated with your element, add your wisdom modifier to that damage.

Elemental Wild Shape At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. The elemental type is determined by your elemental focus.

Advanced Transformation At 14th level, you can expend one use of Wild Shape to access an advanced transformation based on your elemental focus. You can cast spells normally while transformed in this way. The duration is 1 minute and you regain use of this ability when you complete a long rest. The effects are detailed in the Advanced Transformation table (table 3).


Table 1: Wild Shape

Air:

  • 0- bat, eagle, vulture, owl, raven, hawk
  • 1/8- blood hawk, stirge, flying snake
  • 1/4- axe beak, giant bat, giant owl
  • 1/2- giant wasp
  • 1- giant eagle, giant vulture, hippogriff
  • 2- griffon

Water:

  • 0- crab, frog, octopus, quipper, sea horse
  • 1/8- dolphin, flying snake, giant crab, poisonous snake
  • 1/4- constrictor snake, giant frog, giant poisonous snake
  • 1/2- crocodile, giant seahorse, reef shark
  • 1- giant octopus, giant toad
  • 2- giant constrictor snake, hunter shark, polar bear
  • 3- killer whale
  • 5- giant crocodile, giant shark

Fire:

  • 0- giant fire beetle, lizard, scorpion, spider
  • 1/4- constrictor snake, dimetrodon*, giant centipede, giant lizard, giant poisonous snake, giant wolf spider, hadrosaurus*, pteranodon, velociraptor*
  • 1/2- giant wasp, cockatrice, rust monster,
  • 1- deionychus, giant spider
  • 2- allosaurus, ankheg, carrion crawler, giant constrictor snake, plesiosaurus, quetzacoatlus*
  • 3- ankyosaurus, giant scorpion
  • 4- Stegosaurus*
  • 5- brontosaurus*, triceratops
  • 8- tyrannosaurus rex

Earth:

  • 0- badger, baboon, cat, deer, goat, hyena, jackal, rat, weasel
  • 1/8- camel, giant rat, giant weasel, mastiff, mule, pony
  • 1/4- boar, draft horse, elk, giant badger, panther, riding horse, wolf
  • 1/2- black bear, giant goat, warhorse
  • 1- brown bear, dire wolf, giant hyena, lion, tiger
  • 2- giant boar, giant elk, polar bear, rhinoceros, sabre-toothed tiger
  • 4- elephant
  • 6- mammoth
  • 7- giant ape


Table 2: Circle Spells

Air:

  • 3- levitate, gust of wind
  • 5- conjure animals (air**), fly
  • 7- Otiluke’s resilient sphere, storm sphere
  • 9- conjure elemental (air**), telekinesis

Water:

  • 3- Snilloc’s snowball swarm, protection from poison
  • 5- conjure animals (water**), water breathing
  • 7- control water, watery sphere
  • 9- conjure elemental (water**), maelstrom

Fire:

  • 3- flaming sphere, scorching ray
  • 5- conjure animals (fire**), fireball
  • 7- wall of fire, fire shield
  • 9- conjure elemental (fire**), immolation

Earth:

  • 3- dust devil, earthbind
  • 5- conjure animals (earth**), meld into stone
  • 7- stone shape, stoneskin
  • 9- conjure elemental (earth**), transmute rock

Table 3: Advanced Wild Shape

While under the effects of this transformation, you gain the following abilities:

Air:

  • a fly speed equal to your walking speed
  • you may cast levitate on any creature at will.

Water:

  • a swim speed equal to your walking speed
  • you can cast water breathing at will
  • you have resistance to fire damage.

Fire:

  • you may cast flaming sphere at will without expending a spell slot.
  • you gain a breath weapon that expels fire in a 30 ft. cone, dealing 1d10 fire damage. Creatures may make a dexterity saving throw against your spell DC to take half damage.

Earth:

  • a burrow speed equal to your walking speed
  • resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • your unarmed strikes deal 1d6 bludgeoning damage plus your strength modifier and are considered magical for the sake of overcoming immunity.


Accompanying Rules

Elemental Spell Categories by Level

Air: Cantrips- gust, thunderclap 1- father fall, fog cloud, jump, longstrider, thunderwave 2- gust of wind, levitate, misty step, skywrite, warding wind, 3- conjure animals (avian) gaseous form, fly, wind wall, 4- otiluke’s resilient sphere, conjure minor elementals (air), storm sphere 5- conjure elemental (air), telekinesis, wall of force, control winds 6- wind walk, investiture of wind 7- reverse gravity, whirlwind 8- control weather 9- storm of vengeance

Water: Cantrips- shape water, frostbite 1- create or destroy water, ice knife 2- snilloc’s snowball swarm, 3- conjure animals (aquatic), water breathing, water walk, sleet storm, wall of water, tidal wave, 4- conjure minor elementals (water), control water, ice storm, watery sphere 5- conjure elemental (water), maelstrom 6- wall of ice, investiture of ice 8- control weather, tsunami 9- storm of vengeance

Fire: Cantrips- fire bolt, create bonfire, control flames 1- burning hands, 2- flame blade, flaming sphere, heat metal, scorching ray, continual flame, pyrotechnics, aganazzar’s scorcher 3- fireball, flame arrows, melf’s minute meteors, conjure animals (insects and dinosaurs) 4- wall of fire, fire shield 5- conjure elemental (fire), immolation 6- investiture of flame 7- delayed blast fireball, fire storm 8- incendiary cloud 9- meteor swarm

Earth: Cantrips- mold earth, magic stone 1- jump, longstrider, earth tremor 2- pass without trace, dust devil, earthbind 3- meld into stone, erupting earth, wall of sand, conjure animals (mammals) 4- conjure minor elementals (earth), stone shape, stoneskin 5- conjure elemental (earth), wall of stone, transmute rock 6- flesh to stone, move earth, bones of the earth, investiture of stone 8- earthquake 9- meteor swarm

  • Special note: conjure animals and conjure elementals in the context of this document are also sub-divided into elemental categories determined by the druid’s elemental focus. The spell conjure animals follows the suggestions for Wild Shape detailed in the Wild Shape table (1). Monstrosities are considered double their CR for this purpose. Conjure elementals follows the same rule as Elemental Wild Shape.

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