Circle of the ElementsEdit
Elementalists are druids who focus on the primal aspect of nature that existed before animal and plant life was even born. They gain mastery over the building blocks of the world and can turn into powerful elementals.
|6th||Summon Elemental Servant|
|10th||Elemental Wild Shape|
Starting at 2nd level, whenever you finish a short or long rest you can choose to attune to one of the four prime elements: air, earth, fire, or water. You can change which element you are attuned to any time you finish a short or long rest, or choose to keep the same attunement. While attuned you gain the benefits listed below, and your other circle abilities may be affected.
- Air: You can cast the feather fall spell at will and have resistance to either electricity or thunder damage, your choice.
- Earth: You can ignore difficult terrain when moving, and have resistance to either acid or poison damage, your choice.
- Fire: You gain and can cast the produce flames or control flames cantrip, your choice, as a bonus action, and gain resistance to fire damage.
- Water: You can breathe underwater and gain resistance to cold damage.
Summon Elemental ServantEdit
At 6th level you can cast the conjure elemental spell once per long rest. When you cast conjure elemental either through this ability or through another means, you do not need to concentrate on the spell. You can only have a single conjured elemental active at a time. Conjured elementals are always of the type of element you are attuned to at the time of casting. If you change your elemental attunement, all conjured elementals are immediately dismissed.
Elemental Wild ShapeEdit
At 10th level, you can Wild Shape into an air elemental, an earth elemental, a fire elemental, or a water elemental, depending on your current elemental attunement.
At 14th level, spells that you cast which deal damage of the same type you have resistance to from your elemental attunement are more potent. The saving throw DC for those spells is increased by +1, and you can add your Wisdom modifier to the damage of affected spells.
Circle of the HiveEdit
Hiveminds deal with insects, most likely with hive insects, such as bees. Over the course of life they become move vermin-like and gain abilities related to insects.
At 2nd level you can summon a swarm of insects as an animal companion. You can choose the type of insect the swarm is composed of, but it will not change any of the mechanics of the swarm. Your animal companion gains a variety of benefits while it is linked to you. The swarm companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.Your swarm companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a swarm companion also adds its proficiency bonus to its AC and to its damage rolls. Your swarm companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 2nd, your swarm companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
At 6th level you gain blindsight to 10 ft., and you gain darkvision to 60 ft. If you already have darkvision, your darkvision range extends by 60 ft.
At 10th level you develop the instincts of survival that are ingrained into most insects. Your AC when not wearing armor equals 10 + your Dexterity modifier + your Wisdom modifier, and your Initiative bonus equals your Dexterity modifier + your Wisdom modifier.
Starting at 14th level, you can Wild Shape into an umber hulk, a young remorhaz, or a tlincalli.