nickl_2000
2019-03-26, 09:02 AM
This is an expansion/modification of the Druid Circle of Flame I wrote last week. I wanted to create an up close and person Druid who can mix it up in melee better than the average Druid. Of all the caster classes, I think the Druid gish is the weakest. I've toned down a few of the features, but overall I've given the class more choices and versatility. I am a tiny bit concerned that all the abilities are combat focused, but I am not sure what ribbon features would be put in there. If you have thoughts or ideas on anything, please let me know.
Druid - Circle of the Elemental Warrior
Druids of the circle of Elemental Warrior see both the beauty and the destructive forces of the elements. They embrace the natural world and use its power to protect themselves and destroy their enemies.
Bonus Cantrip
At second level, you learn the the Shillelagh cantrip if you don’t already have it.
Elemental Adept
Additionally, at second level, at the end of a long rest, you choose one of the elements (Acid, Cold, Fire, Lightning, or Thunder). When you cast the the spell Shillelagh you may choose for the spell to do Bludgeoning damage or your chosen element.
So, this is current listed at the end of a long rest. Should it be short rest instead? Or is it fine the way it is currently?
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Martial Gish, they get two attacks
Elemental Aura
At level 10, you learn to channel your wild druidic magic into an aura of elemental energy. As an action, you can expend a use of your Wild Shape feature to surround your body with elemental power. For the next minute, you are resistant to your chosen element and any hostile creature within 5 feet of you at the start of their turn takes your wisdom modifier in damage of your chosen elemental type.
Many of the druid subclass abilities trigger of wildshape, so here you go. It's protective and gives you a little bit of offensive ability as well
Elemental Mastery
At level 14 you master the elements. As such, other creatures immune to your chosen elemental damage are only considered resistant to it (this does not stack with the elemental adept feat). Additionally, when do elemental damage of your chosen type, you do an extra 1d10 damage.
Now you can damage through a creatures immunity, making your elemental damage always useful. Additionally, you do extra damage. I purposely chose to make it impact all damage of the chosen element, not just melee attacks to give the Druid more options.
Druid - Circle of the Elemental Warrior
Druids of the circle of Elemental Warrior see both the beauty and the destructive forces of the elements. They embrace the natural world and use its power to protect themselves and destroy their enemies.
Bonus Cantrip
At second level, you learn the the Shillelagh cantrip if you don’t already have it.
Elemental Adept
Additionally, at second level, at the end of a long rest, you choose one of the elements (Acid, Cold, Fire, Lightning, or Thunder). When you cast the the spell Shillelagh you may choose for the spell to do Bludgeoning damage or your chosen element.
So, this is current listed at the end of a long rest. Should it be short rest instead? Or is it fine the way it is currently?
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Martial Gish, they get two attacks
Elemental Aura
At level 10, you learn to channel your wild druidic magic into an aura of elemental energy. As an action, you can expend a use of your Wild Shape feature to surround your body with elemental power. For the next minute, you are resistant to your chosen element and any hostile creature within 5 feet of you at the start of their turn takes your wisdom modifier in damage of your chosen elemental type.
Many of the druid subclass abilities trigger of wildshape, so here you go. It's protective and gives you a little bit of offensive ability as well
Elemental Mastery
At level 14 you master the elements. As such, other creatures immune to your chosen elemental damage are only considered resistant to it (this does not stack with the elemental adept feat). Additionally, when do elemental damage of your chosen type, you do an extra 1d10 damage.
Now you can damage through a creatures immunity, making your elemental damage always useful. Additionally, you do extra damage. I purposely chose to make it impact all damage of the chosen element, not just melee attacks to give the Druid more options.