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Druid: Circle of Wildfire V2
Druids of the Circle of Wildfire embody the destructive power of the natural world. These druids seek to channel the primeval powers of the elements that existed even before the creation of the material plane. They dedicate their lives to the search for places where the elemental planes are closer to the material plane and the protection of these places against the ever advancing front of civilization.
Primal Power
At 2nd level, you can call upon the destructive nature of the elements to overcharge your spells. You have a pool of elemental energy represented by a number of d6s equal to your druid level. Whenever you cast a druid spell that deals damage you can spend a number of those dice equal to half your druid level, roll those and add the results to the damage dealt. You regain all expended dice when you finish a long rest.
Elemental Fury
Starting at 2nd level, you can use a bonus action to enter a state of fury embodying one of the elements of your choice. This state ends after 1 minute or if you are knocked unconscious. You can end it as a bonus action on your turn. While in this state of fury you have resistance to fire, cold, lighting and thunder damage and gain temporary hit points equal to your druid level + your wisdom modifier. Once you use this feature, you can’t use it again until you finish a long rest.
At 3rd, 5th, 7th and 9th level, while in a state of fury you also gain access to the spells associated with the element you choose to embody in your state of fury and have them prepared. These spells don’t count against the number of spells you can prepare each day and count as druid spells for you. You must choose which element type you want to represent in your fury when you enter it and cannot change it’s element type while in a state of fury.
Air Druid Level 3rd 5th 7th 9th
Fury Spells gust of wind, shatter call lightning, gaseous form storm sphere cone of cold, control winds
Earth Druid Level 3rd 5th 7th 9th
Fury Spells heat metal, Maximilian’s earthen grasp erupting earth stoneskin, elemental bane wall of stone, conjure elemental
Fire Druid Level 3rd 5th 7th 9th
Fury Spells scorching ray, flaming sphere fireball fire shield, wall of fire immolation
Water Druid Level 3rd 5th 7th 9th
Fury Spells Melf’s acid arrow, Snilloc’s snowball swarm tidal wave, sleet storm ice storm, watery sphere maelstrom
Elemental Shift
Starting at 6th level, you can shift a part of the material plane to be more in tune with one of the elemental planes. When you do, you can choose a point within 30 ft. of you and the area within a 15 foot radius around that point will have one of the following elemental effects of your choosing: Air. All Large or smaller creatures that enter or start their turn in this area must succeed a Strength saving throw or be swept up in a vortex of howling winds. Huge and bigger creatures automatically succeed this check. When the effect ends, all creatures in the vortex fall down, are prone and take 2d8 bludgeoning damage on impact with the ground. Earth. When this area is created, all creatures must make a succesful Dexterity save or become restrained as the ground in the area opens up and forms around the creatures in the area. Creatures that can fly are not affected by this effect. The area counts as difficult terrain. Fire. Creatures that enter or start their turn in this area must make a Constitution save. They take 2d4 fire damage on a failed save and half as much damage on a succesful one. Objects in the area that aren’t being worn or carried ignite. Water. Creatures that enter or start their turn in this area must succeed a Dexterity saving throw or become prone as the ground in the area becomes frozen and covered with ice. The area counts as difficult terrain.
This effect lasts for 10 minutes or until you choose to end it. Once you use this feature, you can’t use it again until you finish a long rest.
Energy Channeler
When you reach 10th level you can’t be charmed by elementals and can cast the spell absorb elements as a 2nd level spell at will.
Primeval Recovery
Starting at 14th level, you can use the raw power of the elements to replenish your strength. Once per long rest, when you are reduced to 0 hit points but not killed outright, you instead regain 1d8 hit points and enter a state of fury as described in the Elemental Fury feature, regardless of if you have used it already.
Druid Subclass by /u/ emielboven @emielboven
Classes | Circle of Wildfire
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