Druid Circles

Circle of the Primordial

These druids can command the elements, shaping the environment and wielding natural energies to protect and restore balance. Their deep connection to primordial forces make them formidable guardians of the natural world.

 Primordial Circle Spells

druid level

Primordial

Air Spells

Primordial

Earth Spells

Primordial

Fire Spells

Primordial

Water Spells

1

thunder wave

earth tremor

burning hands

create or destroy water

3

gust of wind

earthen grasp

heat metal

snowball swarm

5

fly

erupting earth

fireball

tidal wave

7

freedom of movement

stoneskin

wall of fire

control water

9

control winds

rockfall

immolation

cone of cold

 

Elementalism

When you join this circle at 3rd level, you must choose one elemental to attune to: air, earth, fire, water. You can change this choice whenever you finish a long rest.

You gain a bespoke list of circle spells (see the associated primordial spells lists above) as well as new wild traits available to your great wild spirits depending on your chosen element.

You only have access to the wild trait option of you chosen element and when you finish a long rest and changes your chosen element, this option automatically changes to match the option available to your chosen element.

If you apply any primordial wild trait option to a template, the creature’s type changes to elemental, and it doesn’t need to breathe.

Primordial Wild Traits

  • Air Spirit. The creature has resistance to thunder damage and its maximum hit points cannot be lower than your Wisdom score. The creature also gains a fly speed of 30 feet. If the creature already had a fly speed, that speed is increased by 10 feet instead. Also, as a bonus action, the creature can move up to 30 feet in a straight line. While moving in this way, the creature can move through other creatures and its movement does not provoke opportunity attacks. Each other creature the creature moves through must make a Strength saving throw or be pushed 5 feet in any direction (your choice).

  • Earth Spirit. The creature has resistance to acid damage and its maximum hit points cannot be lower than your Wisdom score. The creature also has a burrow speed of 20 feet and can burrow through nonmagical, earth and stone, though it cannot end its turn inside the ground or a solid object. If the creature runs out of movement inside the ground at the end of its turn, it is shunted to the nearest surface taking 1d10 force damage. While the creature burrows in this way, it does not disturb the material it moves through. Also, as a bonus action, the creature can move next to another creature within 20 feet of it. The target creature must make a Dexterity saving throw or take 1d6 bludgeoning damage and be pushed up to 15 feet directly away from the creature. The creature cannot move a creature that is Huge or larger with this trait.

  • Fire Spirit. The creature has resistance to fire damage and its maximum hit points cannot be lower than your Wisdom score. Also, whenever it is hit with a melee attack, the creature can use a reaction to deal 1d6 fire damage to the attacker. Also, as a bonus action, the creature and one willing creature of the creature’s choice within 5 feet of the creature can teleport up to 15 feet to an unoccupied space the creature can see. Then each other creature within 5 feet of the space that the creature left must succeed on a Dexterity saving throw or take 1d6 fire damage.

  • Water Spirit. The creature has resistance to cold damage and its maximum hit points cannot be lower than your Wisdom score. The creature also gains a swim speed of 60 feet. Also, as a bonus action, the creature can transform into a wave and move 15 feet in any direction while in a body of water. When it does so, the creature can move through other creatures and each other creature it moves through as well as each creature within 5 feet of a space it moves through must succeed on a Strength saving throw or be moved 15 feet in the same direction. Creatures that are large or larger automatically succeed on this saving throw.

 

Elemental Form

Beginning at 10th level, you can expend 4 uses of you call of the wild to wild shape into an elemental form instead of one of your great beast spirits. If you do so, use the elemental form template. The form also gains the elemental trait associated with the elemental you have attuned to with your elementalism feature.

Elemental Form

Large Elemental

Armor Class 15 (+3 from natural armour)

Temporary Hit Points 10+5 per druid level

Speed 40 feet

Str 17 (+3)

Int -

Dex 14 (+2)

Wis -

Con 15 (+2)

Cha -

Languages primordial

Special

Sustained. The elemental doesn’t need to eat or breathe

Actions

Elemental Slam. Melee attack, reach 5 ft., 1d6 bludgeoning damage + 1d8 damage of the same damage type as the elemental trait's damage immunity.

 

Elemental Traits

  • Air Elemental. The elemental is immune to thunder damage and gains a fly speed of 90 feet. Also, as a bonus action, the elemental can move up to 60 feet in a straight line. While moving in this way, it can move through other creatures and its movement does not provoke opportunity attacks. Each creature it moves through must make a Strength saving throw or be pushed 10 feet in any direction (your choice).

  • Earth Elemental. The elemental is immune to acid damage. It also has a burrow speed of 40 feet and can burrow through nonmagical, unworked earth and stone. While the elemental burrows in this way, it does not disturb the material it moves through. Also, as a bonus action, the elemental throws a rock at another creature within 20 feet of it. The target must make a Dexterity saving throw or take 3d6 bludgeoning damage and be pushed up to 15 feet directly away from the elemental. The elemental cannot move another creature that is gargantuan with this ability.

  • Fire Elemental. The elemental is immune to fire damage. Also, whenever it is hit with a melee attack, the elemental can use its reaction to deal 3d6 fire damage to the attacker. Also, as a bonus action, the elemental can target a point it can see within 60 feet. Each creature within 10 feet of the point must succeed on a Dexterity saving throw or take 3d6 fire damage. This fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.

  • Water Elemental. The elemental is immune to cold damage. The elemental also has a swim speed of 90 feet. Also, as a bonus action, the elemental can transform into a wave and move 30 feet in any direction of its choice in a body of water. When it does so, the elemental can move through other creatures and each other creatures it moves through as well as each creature within 10 feet of a space the elemental moves through must make a Strength saving throw or be moved 30 feet in the same direction the elemental moves. creatures that are huge or larger have advantage on this saving throw.

 

Primordial Magic

Beginning at 18th level, you can cast each of your primordial spells once each between long rests without expending a spell slot.