Druid Subclass Circle of The Elemental

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DRUID SUBCLASS:

CIRCLE OF THE ELEMENTAL


A new subclass for druid
designed to harness the powers
of the elemental planes

by ALAN TUCKER

Artwork by the Fine Folks at the DMsGuild & Alan Tucker

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
A Work in Progress…
This subclass has undergone playtesting, but I effort and that we all have a stake in making
feel it is still in need of polish, which is why I’m this the best it can be to fill a niche I felt was
offering it only as a “pay what you want” product. lacking in the class.
If you like it and think it works well as is, great! If Have fun with it and enjoy your newfound
you feel it shows promise, but needs a few tweaks, elemental prowess!
please leave a comment in the product area, or ­— Alan Tucker
you can find me on Twitter and message me there
with your ideas for how to improve it.
As more folks try it out and offer feedback, I
will update the .pdf as necessary, so make sure
your settings will alert you when those updates
are posted. I want this to feel like a community

If you like the idea for this subclass of druid, please take a moment to rate it
and leave a comment or review! And be sure to check out my other products!

Alan Tucker also writes fantasy and science fiction novels and you can find
links to all of his books (several are FREE!) at www.AlanTucker.net

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2 • Druid: Circle of the Elemental


Druid Circle of the Elemental Features
Druid Level Feature
2nd Elemental Affinity, Elemental Shape
Circle of the Elemental 6th Affinity Resistance
10th Ward of the Elements
Druids of this circle view themselves as 14th Elemental Movement
caretakers of the elements and even magic Elemental Affinity
itself. They see the basic elements— air, earth, Druids of this circle begin by choosing an
fire, and water— as the building blocks of element to have an affinity with— air, earth, fire,
nature and the universe as a whole, and thus or water. This choice will dictate certain spells
deserve protection and safeguarding. You learn the druid will gain as you progress in level, as
Primordial as an additional language upon well as the types of elementals and creatures
choosing this circle. you can transform into. Any spells gained from
Though sympathetic to all four elements, each your affinity are always prepared and do not
of these druids will have an affinity for one of count against the number of spells you can
the elements in particular. This affinity will prepare each day. If you gain access to a spell
often be reflected in the druid’s personality and that is not on the druid spell list, the spell is still
can greatly affect their interactions with others. considered a druid spell for you.
One who is closely associated with fire might be Air Affinity. You feel best with a stiff breeze
easily irritated or prone to swift vengeance, while against your face. Choosing this affinity grants
another who associates with earth may be slow to you the thunderclap cantrip in addition to any
act, but hold deep-seated grudges for many years. other cantrips your druid knows. You also gain
Circle of the Elemental druids often bump access to other spells at 3rd, 5th, and 7th levels
heads with wizards, and others, who frequently as detailed below.
conjure or summon spirits from the elemental Druid Level Affinity Spells
realms to do their bidding— especially those who 3rd dust devil, warding wind
seek to bind elementals to long-term service. 5th gaseous form, thunder step
7th storm sphere

Earth Affinity. Solid ground beneath your feet


always brings you comfort. Choosing this affinity
grants you the mold earth cantrip in addition to

Druid: Circle of the Elemental • 3


elemental creatures at low levels, eventually
progressing to more powerful versions later on.
As with Wild Shape, you can use this feature
twice per short or long rest and each use lasts
up to a number of hours equal to half your druid
level. The same list of rules and conditions apply
to Elemental Shape as set forth in the PHB for
Wild Shape.
Each affinity has its own list of transformation
options which are detailed below. At 10th level,
you gain the ability to transform into anything
on the list, regardless of affinity.
Elemental Shapes
Druid Level Affinity Elemental
2nd Air/Fire Smoke mephit (MM page 217)
2nd Earth/Water Mud mephit (MM page 216)
2nd Fire/Water Steam mephit (MM page 217)
3rd Air/Earth Dust mephit (MM page 215)
3rd Air/Water Ice mephit (MM page 215)
any other cantrips your druid knows. You also 3rd Earth/Fire Magma mephit (MM page 216)
gain access to other spells at 3rd, 5th, and 7th 5th Air Minor air elemental (stats below)
5th Earth Minor earth elemental (stats below)
levels as detailed below.
5th Fire Minor fire elemental (stats below)
Druid Level Affinity Spells
5th Water Minor water elemental (stats below)
3rd earthbind, Maximillian’s earthen grasp
8th Air Air elemental (MM page 124)
5th erupting earth, meld into stone
8th Earth Earth elemental (MM page 124)
7th stone shape
8th Fire Fire elemental (MM page 125)
Fire Affinity. There is no life without heat. 8th Water Water elemental (MM page 125)
Choosing this affinity grants you the create Affinity Resistance
bonfire cantrip in addition to any other cantrips
At 6th level, you gain resistance to poison
your druid knows. You also gain access to other
damage as well as damage based on your
spells at 3rd, 5th, and 7th levels as detailed
elemental affinity:
below.
Druid Level Affinity Spells Damage Resistance
3rd flaming sphere, scorching ray
5th flame arrows, Melf’s minute meteors Affinity Resistant to Damage Type(s)
7th wall of fire Air Lightning
Earth Bludgeoning, Piercing, and Slashing
Water Affinity. Even the brightest flame Fire Fire
must succumb to the quenching power of water. Water Acid
Choosing this affinity grants you the shape Ward of the Elements
water cantrip in addition to any other cantrips
Beginning at 10th level, you gain the ability to
your druid knows. You also gain access to other
cast the spell primordial ward once per day as an
spells at 3rd, 5th, and 7th levels as detailed
action. This does not consume any spell slots.
below.
You regain this ability after a long rest.
Druid Level Affinity Spells
3rd misty step, Snilloc’s snowball swarm Elemental Movement
5th sleet storm, wall of water
Upon reaching 14th level, your time spent among
7th ice storm
the elements allows you to move as they do for
Elemental Shape a limited time. Once per long rest, for up to an
When you choose this circle at 2nd level, you hour, plus one hour per level above 14th, you can
exchange the Wild Shape ability for Elemental choose the special movement ability of flying (90
Shape. You are so in tune with the elements’ ft.), burrowing (30 ft.), or swimming (90 ft.). You
magical energy, you can take the form of minor can mix these movement types within the time
4 • Druid: Circle of the Elemental
alloted, but once you’ve activated the ability, the Earth
clock for it keeps running, whether you use it Medium elemental, neutral
continuously or not. Armor Class 15
Hit Points 85 (10d8 + 40)
Speed 30 ft., burrow 30 ft.
Minor Elementals STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 5 (-3) 8 (-1) 5 (-3)
Air
Medium elemental, neutral Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from
Armor Class 13 nonmagical attacks
Hit Points 55 (10d8 + 10) Damage Immunities poison
Speed 0 ft., fly 50 ft. (hover) Condition Immunities exhaustion, paralyzed, petrified, poisoned,
STR DEX CON INT WIS CHA unconscious
12 (+1) 16 (+3) 12 (+1) 6 (-2) 8 (-1) 6 (-2) Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9
Damage Resistances lightning, thunder; bludgeoning, piercing, and Languages Terran
slashing from nonmagical attacks Challenge 2 (450 XP)
Damage Immunities poison Earth Glide. The elemental can burrow through unworked,
Condition Immunities exhaustion, grappled, paralyzed, petrified, nonmagical earth and stone. While doing so, the elemental doesn’t
poisoned, prone, restrained, unconscious disturb the material it moves through.
Senses darkvision 60 ft., passive Perception 9
Languages Auran Siege Monster. The elemental deals double damage to objects and
Challenge 2 (450 XP) structures.
Air Form. The elemental can enter a hostile creature’s space and stop Actions
there. It can move through a space as narrow as 1 inch wide without
squeezing. Slam. Melee Weapon Attack: +3 to hit; reach 5 ft., one target, Hit: 11
(2d6 + 4) bludgeoning damage.
Actions
Slam. Melee Weapon Attack: +3 to hit; reach 5 ft., one target, Hit: 10
(2d6 + 3) bludgeoning damage.

Whirlwind (Recharge 6). Each creature in the elemental’s space must


make a DC 11 Strength saving throw. On a failure, a target takes 11
(3d6 + 1) bludgeoning damage and is flung up to 10 feet away from
the elemental in a random direction and knocked prone. If a thrown
target strikes an object, such as a wall or floor, the target takes 3 (1d6)
bludgeoning damage. If the target is flung at another creature, that
creature must succeed on a DC 11 Dexterity saving throw or take the
same damage and be knocked prone. If the attacked creature’s initial
saving throw is successful, the creature takes half damage and isn’t
flung away or knocked prone.

Druid: Circle of the Elemental • 5


Fire Water
Medium elemental, neutral Medium elemental, neutral
Armor Class 13 Armor Class 13
Hit Points 65 (10d8 + 20) Hit Points 75 (10d8 + 30)
Speed 30 ft. Speed 3 ft., swim 90 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 14 (+2) 6 (-2) 8 (-1) 6 (-2) 16 (+3) 12 (+1) 16 (+3) 5 (-3) 8 (-1) 7 (-2)
Damage Resistances fire; bludgeoning, piercing, and slashing from Damage Resistances acid; bludgeoning, piercing, and slashing from
nonmagical attacks nonmagical attacks
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, Condition Immunities exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages Ignan Languages Aquan
Challenge 2 (450 XP) Challenge 2 (450 XP)

Fire Form. The elemental can move through a space as narrow as 1 Water Form. The elemental can enter a hostile creature’s space and
inch wide without squeezing. A creature that touches the elemental stop there. It can move through a space as narrow as 1 inch wide
or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire without squeezing.
damage. In addition, the elemental can enter a hostile creature’s space
and stop there. The first time it enters a creature’s space on a turn, that Freeze. If the elemental takes cold damage, it partially freezes; its
creature takes 4 (1d8) fire damage and catches fire; until someone speed is reduced by 20 feet until the end of its next turn.
takes an action to douse the fire, the creature takes 4 (1d8) fire damage
at the start of each of its turns. Actions
Slam. Melee Weapon Attack: +3 to hit; reach 5 ft., one target, Hit: 10
Illumination. The elemental sheds bright light in a 30-foot radius and (2d6 + 3) bludgeoning damage.
dim light in an additional 30 feet.
Whelm (Recharge 6). Each creature in the elemental’s space must
Water Susceptibility. For every 5 feet the elemental moves in water, or make a DC 13 Strength saving throw. On a failure, a target takes
for every gallon of water splashed on it, it takes 1 cold damage. 10 (3d6) bludgeoning damage. If it is Medium or smaller, it is also
grappled (escape DC 12). Until this grapple ends, the target is
Actions restrained and unable to breathe unless it can breathe water. If the
Touch. Melee Weapon Attack: +3 to hit; reach 5 ft., one target, Hit: 8 (2d6 initial saving throw is successful, the creature takes half damage and is
+ 1) fire damage. If the target is a creature or a flammable object, it pushed out of the elemental’s space.
ignites. Until a creature takes an action to douse the fire, the creature The elemental can grapple one Medium creature, or up to two
takes 4 (1d8) fire damage at the start of each of its turns. Small or smaller creatures at one time with this ability. At the start
of each of the elemental’s turns, each grappled target takes 10 (3d6)
bludgeoning damage. As an action, a creature within 5 feet of the
elemental can pull a creature or an object out of it by succeeding on a
DC 12 Strength check.

6 • Druid: Circle of the Elemental

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