Druid Subclass Circle of The Elemental
Druid Subclass Circle of The Elemental
Druid Subclass Circle of The Elemental
by ALAN TUCKER
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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
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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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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.