Circle of Elements

Your meditations bestowed incredible powers to yourself, you can now control the elements and use them at your advantage in combat.

### CONTROL THE ELEMENTS

When you choose this circle at 2nd level, you begin to control the elements. You learn the Shape Water, Gust, Control Flames and Mold Earth cantrips, which don't count against your number of cantrips known.

### ELEMENTAL SPECIALISATION

Starting at 2nd level, you have one particular element you control better than others. You learn Geokinesis, Aerokinesis, Pyrokinesis or Hydrokinesis, you choose. Also, whenever you assume the shape of a beast, the beast will have a special trait related to the chosen element and you can still cast the cantrip related to your chosen element while wild shaped.

#### GEOKINESIS

Beginning at 2nd level, you gain increased control over earth and stone. You can now cast your Mold Earth cantrip as a bonus action and whenever you make an attack on a creature standing in difficult terrain, you gain advantage on that attack. Also, the area of your Mold Earth spell changes to a maximum of 20-foot cube.

**Wild Shape.** While assuming the shape of a beast, you have resistance to bludgeoning, piercing and slashing damage.

At 6th level, you learn the Wall of Sand spell, which doesn't count against your number of druid spells known. It is a druid spell for you.

#### AEROKINESIS

Starting at 2nd, your control over air is impeccable. You can now cast Gust to produce a wind of up to 25 miles per hour. Also, when you cast Gust, you can force one Large or smaller creature that you choose to make a Strength saving throw. On a failed save, it is knocked prone.

**Wild Shape.** While assuming the shape of a beast, you do not provoke opportunity attacks.

At 6th level, you learn the Gaseous Form spell, which doesn't count against your number of druid spells known. It is a druid spell for you.

#### PYROKINESIS

At 2nd, you can change the shape of any type of fire. Your Control Flames spell can now affect magical fire. Also, when a fire spell is cast within 60 feet of you, you can use your reaction to cast Control Flames to change the direction or point of the spell or to duplicate its effect in another direction or point.

**Wild Shape.** While assuming the shape of a beast, you gain temporary hit points equal to 1d8 plus your Constitution modifier at the start of each of your turn.

At 6th level, you learn the Fireball spell, which doesn't count against your number of druid spells known. It is a druid spell for you.

#### HYDROKINESIS

Starting at 2nd, you can use water at your advantage. You learn Create Or Destroy Water. You can cast it as a free action without expending a spell slot or material components but only to create water. Once you cast this spell in this way, you can't cast the spell in this way again until you finish a short rest. Also, you can cast Shape Water to freeze water even if a creature is within, it must make a Constitution saving throw. On a failed save, the target is restrained until the end of your next turn. In addition, on each of your subsequent turns, you can keep the target restrained by using your action to cast Shape Water again.

**Wild Shape.** While assuming the shape of a beast, you can use the dodge action as a bonus action.

At 6th level, you learn the Create Food and Water spell, which doesn't count against your number of druid spells known. It is a druid spell for you. When you cast the spell, you don't create food, but you can double the amount of water created.

### ONE WITH THE BASICS

Beginning at 6th level, you can meld with your chosen element. As a bonus action, you can expend a use of your Wild Shape feature to transform your body in order to make one with your chosen element for 1 hour. While transformed in this way, you gain advantage on stealth check. Also, each element provides a different bonus.

**Geokinesis.** You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.

**Aerokinesis.** You can move through a space as narrow as 1 inch wide without squeezing.

**Pyrokinesis.** A creature that touches you or hits you with a melee attack while within 5 ft. of you takes 1d10 fire damage.

**Hydrokinesis.** You can breath underwater and you gain a swiming speed equal to your walking speed.

### TWIN MASTERY

At 10th level, you have glimpse of controlling a second element. At the end of a long rest, you can perform a ritual dance for 10 minutes around an element of your choice to learn how to use it for the day. You learn, until you finish a long rest, Geokinesis, Aerokinesis, Pyrokinesis or Hydrokinesis.

### MASTER OF THE ELEMENTS

Starting at 14th level, you are one with all elements. You learn the Investiture of Flame, Investiture of Ice, Investiture of Stone and Investiture of Wind spells. You can cast those spells without expanding a spellslot. You can do so a number of times equal to your proficiency bonus. You regain all charges when you finish a long rest.