Druid
The world is not made of earth and sky alone, but of flame, tide, stone, gale, void, and radiance—a symphony of power that can shatter as easily as it builds. We are its conductors, and sometimes, its unwilling instruments.
Druids of the Circle of the Elemental Confluence are elemental harmonists, yes, but their harmony is often a precarious dance with chaos. Attuned to the six primordial elemental forces that shape Novendragos, these druids do not merely revere nature—they channel its raw, primal essence, walking the razor's edge between balance and cataclysm. Many were shaped by profound exposure to dragocite, born near volatile leyline nexuses, or trained in ancient, often perilous, rites passed down from the Jen'mahadim. Their power is immense, but it comes at a cost, for the elements of Novendragos are wild, and their mastery can leave scars, both on the land and on the Druid's very soul.
Such druids are viewed with awe and deep apprehension across Novendragos. In Kendron, their power might be sought for industrial applications, yet feared for its unpredictability. The Chiryu Sovereignty might view them as dangerous, uncontrolled magic-wielders. In Dikkatsek, their elemental affinity might be revered, but their focus on "balance" could clash with the dwarves' drive for dominion. A Confluence Druid's presence can be an omen of elemental instability, a sign of ancient forces stirring, or a desperate hope for a world teetering on the brink.
Circle of the Elemental Confluence Features
Druid Level | Feature |
---|---|
2nd | Elemental Attunement, Elemental Cantrip |
6th | Elemental Infusion, Leyline Feedback |
10th | Elemental Avatar |
14th | Primordial Confluence |
Elemental Attunement (2nd Level)
When you choose this circle, you attune to one of the six elemental forces of Novendragos. At the end of each long rest, choose one. Your chosen attunement grants you specific benefits, but also comes with a subtle drawback, reflecting the inherent cost of channeling such raw power. When you change your attunement, you might feel a sudden, jarring shift in ambient temperature, hear faint, echoing elemental sounds, or perceive the world's raw elements with startling clarity.
- Flame (Children of the Emberheart):
- Benefit: You gain resistance to fire damage. When you deal fire damage with a spell, you can reroll one damage die.
- Drawback: Your body generates subtle heat. You have disadvantage on Dexterity (Stealth) checks in cold environments, and you have disadvantage on saving throws against effects that would cause you to overheat or suffer exhaustion from extreme heat.
- Tides (Heirs of the Deep Wellspring):
- Benefit: You gain a swim speed equal to your walking speed and can breathe underwater. When you cast a healing spell, you can move the target 5 feet in any direction.
- Drawback: You are highly susceptible to emotional currents. When you are within 30 feet of a creature under the effect of a powerful emotion (e.g., fear, rage, charm), you have disadvantage on Wisdom (Insight) checks made to discern their true intentions, as their emotion washes over you.
- Stone (Wards of the Living Earth):
- Benefit: You gain resistance to bludgeoning damage. You ignore difficult terrain made of earth or stone.
- Drawback: Your connection to the earth makes you resistant to rapid change. You have disadvantage on Dexterity (Acrobatics) checks, and your speed is reduced by 5 feet when you are not on solid ground (e.g., climbing, flying, on a boat).
- Gale (Voices of the Skyward Choir):
- Benefit: You gain a +10 bonus to movement speed. You can reduce any falling damage you take by an amount equal to 5 feet multiplied by your level.
- Drawback: Your body is subtly influenced by ambient air currents. You have disadvantage on Strength saving throws against effects that would push or pull you, and you are susceptible to strong winds (e.g., disadvantage on ranged weapon attacks in strong wind).
- Void (Echoes of the Hollow Star):
- Benefit: You gain resistance to necrotic damage. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier (minimum 1).
- Drawback: Your connection to the void can be draining. When you finish a long rest, you must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion. This exhaustion can only be removed by another long rest. Additionally, you have disadvantage on saving throws against effects that would drain your life force (e.g., a vampire's life drain).
- Radiance (Scions of the Dawnspark):
- Benefit: You gain resistance to radiant damage. When you cast a spell that restores hit points, the target also sheds bright light in a 10-foot radius until the end of their next turn.
- Drawback: Your radiant nature attracts creatures of darkness. When you are in dim light or darkness, any creature with Darkvision has advantage on Wisdom (Perception) checks made to detect you. Additionally, you are vulnerable to damage from spells or effects that create magical darkness (e.g., darkness spell).
Elemental Cantrip (2nd Level)
You learn one cantrip from the sorcerer spell list that deals acid, cold, fire, lightning, necrotic, or radiant damage. It counts as a Druid cantrip for you.
Elemental Infusion (6th Level)
You learn to infuse your spells with a concentrated burst of elemental energy. When you cast a spell of 1st level or higher that deals elemental damage (acid, cold, fire, lightning, necrotic, or radiant), you can choose to apply one of the following effects based on your current Elemental Attunement. You can use this feature a number of times equal to your proficiency bonus per long rest.
- Flame: The target ignites, taking 1d6 fire damage at the start of its next turn.
- Tides: You can push or pull the target 10 feet (your choice).
- Stone: The target must succeed on a Strength saving throw against your Druid spell save DC or be knocked prone.
- Gale: The target must succeed on a Strength saving throw against your Druid spell save DC or be knocked prone.
- Void: You regain 1d4 hit points.
- Radiance: The target has disadvantage on its next attack roll.
Leyline Feedback (6th Level)
Your deep connection to the elements means that when they are violently unleashed, you can draw power from the backlash, but not without risk. When a creature within 60 feet of you takes damage from an elemental spell or effect (fire, cold, lightning, acid, bludgeoning, necrotic, or radiant) that was not cast by you, you can use your reaction to regain 1d4 Siphon Points (if you are a Siphoner multiclass) or a spell slot of 1st level. Immediately after gaining this benefit, you must roll on the Dragocite Instability Table (d6) (see Dragocite Subsystem, page XX) and suffer the result, with the effect centered on yourself.
You can use this feature once per short or long rest. This feature may cause a faint shimmer in the air around you, or a subtle crackle of uncontrolled energy.
Elemental Avatar (10th Level)
You can briefly transform into a more primal, elemental form, embodying your chosen attunement. As a bonus action, you can activate your Elemental Avatar for 1 minute. While active, your skin might take on the texture of bark or stone, your eyes might glow with elemental light, or your voice might gain a resonant hum.
- You gain resistance to your Primary Element’s damage type.
- When a creature hits you with a melee attack, it takes damage equal to your Wisdom modifier (minimum 1) of your Primary Element’s type.
- You can use your Elemental Infusion feature without expending its limited uses.
You can use this feature once per long rest, or by expending a 4th-level spell slot.
Primordial Confluence (14th Level)
You achieve a terrifying, yet awe-inspiring, mastery over all six elements, briefly becoming a living nexus of primordial power. As an action, you enter a state of elemental convergence for 1 minute. Once you use this feature, you can’t do so again until you finish a long rest. For the duration:
- You gain resistance to all six elemental damage types (acid, cold, fire, lightning, bludgeoning, necrotic, radiant).
- When you cast a spell that deals elemental damage or restores hit points, you can apply two Elemental Infusion effects instead of one.
- You can change your Elemental Attunement as a bonus action on your turn.
- As a bonus action, you can unleash a Confluence Burst. Choose one of the six elements. Each creature within a 15-foot radius sphere centered on you takes 6d6 damage of that type. This damage ignores resistance. After using this, you must roll on the Dragocite Instability Table (d6), with the effect centered on yourself. This powerful display of raw elemental force can leave a lingering environmental effect, such as a scorched patch of earth, a temporary pool of supercooled water, or a localized area of swirling winds (DM's discretion).
Design Notes
This subclass is fully grounded in Novendragos lore, using the six-element system already present in dragocite, leyline zones, and divine cosmology. It offers flexibility, tactical options, and thematic richness, perfect for druids who are elementalists, leyline guardians, or shaper-disciples of the jenmaha’dim. It avoids introducing new metaphysics and instead builds directly on existing setting pillars, while infusing the inherent risk and consequence of wielding raw primordial power in Novendragos.
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