TEXT:  
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  The Circle of Elements 
  A Druid subclass 
  For 5th edition Dungeons and Dragons 
   
   
  Written by: John Adams 
  
   
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  Circle Of  Elements 
   
  The primal elements of creation: earth, air, fire, 
  and water, form the very fabric of life and the ma-
  terial realm. These forces are wild, untamed, and 
  fickle. If one of the elements is ever out of balance 
  with the others it can cause untold destruction. 
  Raging wildfires, enormous cyclones, sundering 
  earthquakes, and devastating floods are examples 
  of the terrifying power of unbalanced elemental 
  forces. 
   
  Some druid circles look to these very forces to 
  bring guidance and balance to the natural world. 
  The druids cultivate a reverence for the elements 
  aligning themselves with one of the primal forces 
  through rote and ritual to wield formidable ele-
  mental might against any who might seek to upset 
  the balance. These circles typically congregate in 
  locations that embody the natural power of their 
  chosen  element, volcanic mountains, thundering 
  waterfalls, enormous fissures, and towering cliffside 
  aeries could all be home to a circle of elemental 
  druids.  
   
  Elemental Focus 
  Starting at 2nd level when you choose this circle, 
  you also choose one of four elements for your char-
  acter’s focus. This focus grants you an extra can-
  trip based on which element you choose: 
  Air– Shocking grasp 
  Earth– Blade Ward 
  Fire– Fire Bolt 
  Water– Acid Splash 
  Elemental Familiar 
  At 2nd level after choosing their elemental focus, 
  the druid learns a ritual to summon an elemental 
  creature to aid them. This ritual works in the same 
  fashion as Find Familiar, with the notable excep-
  tion that it can only conjure a small elemental be-
  ing of the same type as the druid’s elemental focus. 
  All familiars have the following common statistics: 
  Small elemental 
  AC: 12 HP: 7 Speed: 30ft. 
  Str: 14 Dex: 12 Con: 12 Int: 5 Wis: 10 Cha: 5 
  Resistances: Bludgeoning, piercing, and slashing 
  from non-magical attacks 
  Immunities: Poisoned, exhaustion, paralyzed, pet-
  rified, poisoned, unconscious 
  Sense: Darkvision 60ft., Passive Perception 10 
  The following are abilities specific to the type of 
  elemental familiar. 
  Air– Gains a fly speed of 60ft. 
  Resistances: Lightning and thunder 
  Immunities: grappled, prone, and restrained 
  Air form: The elemental can enter a hostile crea-
  ture’s space and stop there. It can move through a 
  space as narrow as 1 inch without squeezing. 
  Slam: +4 to hit, reach 5ft., one target (1d4+2) 
  bludgeoning damage 
  Dust Devil (recharge 4-6): The elemental kicks up 
  dust and debris in a 5ft. Radius around itself. Any 
  ranged attacks that pass through this area are 
  made with disadvantage. 
  Earth– Gains a burrow speed of 20ft. and a +2 bo-
  nus to AC from natural armor. 
  Senses: Tremorsense 30ft. 
  Earth Glide: The elemental can burrow through 
  natural, unworked, stone and dirt. While doing so, 
  the elemental doesn’t disturb the material it moves 
  through. 
  Slam: +4 to hit, reach 5ft., one target (1d6+2) 
  bludgeoning damage 
  
   
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  Fire- 
  Immunities: Fire, grappled, prone, restrained 
  Fire form: The elemental can move through a space 
  as narrow as 1 inch without squeezing. A creature 
  that touches the elemental or hits it with a natural 
  attack while within 5 feet of it takes 3 (1d6) fire 
  damage. In addition the elemental can enter a hos-
  tile creature’s space and stop there. When it does 
  the creature takes 3 (1d6) points of fire damage and 
  catches fire; until someone takes an action to douse 
  the fire, the creature takes 3 (1d6) fire damage at 
  the start of each of its turns. 
  Illumination: The elemental sheds bright light in a 
  15-foot radius and dim light for an additional 15 
  feet. 
  Water susceptibility: For every 5 feet that the ele-
  mental moves in water, or every gallon of water 
  splashed on it, it takes 1 point of cold damage. 
  Touch: +4 to hit, reach 5ft., one target (1d4+2) fire 
  damage. If the target is flammable, it ignites, tak-
  ing (1d4) fire damage at the start of each of its 
  turns. 
  Water– Gains a swim speed of 60 ft. 
  Resistance: acid 
  Immunities: grappled, prone, restrained 
  Water form: The elemental can enter a hostile crea-
  ture’s space and stop there. It can move through a 
  space as narrow as 1 inch without squeezing. 
  Freeze: If the elemental takes cold damage, it par-
  tially freezes reducing its speed by 20 feet until the 
  end of its next turn. 
  Slam: +4 to hit, reach 5ft., one target (1d4+2) 
  bludgeoning damage 
  Elemental Resistance 
  Starting at 6th level, the druid gains resistance to a 
  type of elemental damage based on his elemental 
  focus. 
  Air– Lightning 
  Earth-Cold 
  Fire– Fire 
  Water– Acid 
  Elemental Fury 
  At 10th level the druid can unleash a burst of ele-
  mental energy in a large radius around themselves. 
  This burst deals 8d8 points of damage to everyone 
  within 20 feet of the druid that fails a Dex saving 
  throw. Those that succeed take only half damage. 
  The type of damage is determined by the druid’s 
  elemental focus. This ability recharges after a short 
  rest. 
  Air– Lightning 
  Earth–  Bludgeoning 
  Fire– Fire 
  Water– Acid 
  Elemental Avatar 
  When you reach 14th level, you may call upon the 
  aid of a powerful elemental being of up to challenge 
  rating 7 to aid you for 1 hour. This ability func-
  tions as Conjure Elemental, but requires no con-
  centration to maintain. The creature summoned 
  must be of the same elemental type as your ele-
  mental focus. 
   
   
    
  
   
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  Thank you for your support, and I hope you enjoy this product. If 
  you want to get updates regarding my work or just listen to my 
  ramblings about gaming in general check out my facebook page at 
  www.facebook.com/CreativeGeeking/  
  or my twitter @The_Smiling_1.  
  Stay awesome and game on! 
   
  Written by: John Adams 
  Edited by: John Adams 
  
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Smiling Bandit/The Circle of Elements.pdf