Circle of the Gates

Druids devoted to guarding the lands around interplanar portals typically join the Circle of the Gates. They form small outposts in those regions should the terrain allow it. Otherwise a member of the circle might just be wandering the lands as a lone protector. In many cases their settlements extend across the planes, forming villages on each sided of a planar portal. As such the guardians of a gate always act as protectors of two planes at the same time.

Many of them act as judges as to whether entities should gain access to one of the two planes of existences they live on. With their magic, that is fuelled by elemental power, they protect others and themselves from harsh alien environments. Furthermore they utilise their knowledge of the two planes to act as guides or mediators, if two worlds affect each other. Through the exchange with other planar guardians they closely monitor where the portals between worlds open or close.

Bonus Language and Proficiency

When you choose this circle at 2nd level, you learn to speak and read Primordial.

You also become proficient in your choice of one of the following skills: Arcana, Athletics, Persuasion, Survival.

Planar Protection

Starting at 2nd level, when you choose this circle you learn to let the protective energy of the world infuse you. When you wield magic, you draw a tiny bit of energy from the borders between planes to protect yourself just as you protect the multiverse.

Whenever you expend a spell slot to cast a spell, you gain temporary hit points equal to the spell's level. When reach 14th level in this class, the number of temporary hit points increases to twice the spell's level.

In addition you are naturally adapted to cold and hot climates as well as great heights, as described in chapter 5 of the Dungeon Master's Guide.

Circle Spells and Bonus Cantrip

Your link to alien planes grants you the ability to cast certain spells, At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the world you have a strong bond to. Choose between the planes air, earth, fey, fire, shadow or water and consult the associated list of spells. At 2nd level you learn one additional cantrip from the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.



Air
Druid Level Circle Spells
2nd gust *
3rd invisibility, gust of wind
5th call lightning, gaseous form
7th freedom of movement, storm sphere
9th control winds * , scrying
Earth
Druid Level Circle Spells
2nd magic stone *
3rd earth bind * , spider climb
5th slow, meld into stone
7th stone shape, stoneskin
9th wall of stone, *transmute rock**
Fey
Druid Level Circle Spells
2nd vicious mockery
3rd mirror image, web
5th plant growth, aura of vitality
7th divination, conjure woodland beings
9th commune with nature, dominate person
Fire
Druid Level Circle Spells
2nd fire bolt
3rd flaming sphere, continual flame
5th haste, protection from energy
7th freedom of movement, fire shield
9th flame strike, legend lore
Shadow
Druid Level Circle Spells
2nd chill touch
3rd darkness, pass without a trace
5th fear, phantom Steed
7th blight, greater invisibility
9th cloudkill, antilife shell
Water
Druid Level Circle Spells
2nd ray of frost
3rd misty step, blur
5th water breathing, water walk
7th ice storm, control water
9th maelstrom * , planar binding

Spells denoted with an * can be found in the Elemental Evil Player’s Companion

Ally of the Realms

Starting at 6th level you learn to reach across the planes to summon allies for your cause. Whenever you start a short rest you can enter a state of meditation to cast Conjure Animals without expending a spell slot. If you end the rest early, you lose concentration on the spell. At the end of the rest you gain the benefits of a short rest as normal.

You can also cast the Calm Emotions spell without expending a spell slot targeting beasts and elementals in addition to humanoids. Once you use this feature, you can't use it again until you finish a long rest.

Planar Summoning

At 10th level you learn more about reach through the border between worlds. You can cast the Conjure Elemental spell without expending a spell slot and with the casting time of 1 action, but only to summon an elemental associated to the plane chosen at 2nd level. (See below for statistics of Fey and Shadow elementals.) In addition you can cast both Banishment and Dimension Door without expending a spell slot. Once you cast a spell using this feature, you can't cast that spell with this feature again until you finish a long rest.

Adapted Wild Shapes

Beginning at 14th level you learn to use your Wild Shape to turn into animals that are used to strange environments. When you transform by Wild Shape you also gain the effects of a protection from energy spell, which lasts until you transform again and does not require concentration.

Elementals

Elemental Nature. An elemental doesn't require air, food, drink or sleep.

Fey Elemental

Where magical and natural energy flourish in abundance it becomes almost trivial to a spell caster to force this power in a vaguely humanoid form. This Fey Elemental is a hulking mass of vines and glowing energy.

It naturally emanates magical energy too much for most creatures to endure. It's hard to tell whether this creature actually enjoys causing confusion, or if it's simply its nature to vent off this overflowing power.


Fey Elemental

Large elemental, neutral


  • Armor Class 12
  • Hit Points 102(12d10 + 36)
  • Speed 30ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 17 (+3) 10 (+0) 11 (+0) 16 (+3)

  • Skills Insight +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60ft., truesight 10ft., passive Perception 10
  • Languages Sylvan
  • Challenge 5 (1,800 XP)

Amorphous. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Variable Illumination. The elemental sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The elemental can alter the radius as a bonus action.

Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) force damage.

Euphoria Wave (Recharge 5-6). The elemental emanates a wave of euphoria energy in a 20 foot radius centered on itself. Each other creature in that area must succeed on a DC 15 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 15 Wisdom saving throw, ending the effect on itself on a success.

Shadow Elemental

The darkness of the Shadowfell is different from that on any other plane. Here it accumulates and sometimes coalesces into the shape of an elemental. Especially when created or summoned by magic it takes on a form more self-aware than that of many other elemental creatures. Hiding in the shadows it stalks and attacks its victims mercilessly.

Its true appearance is close to impossible to discern, since it is mostly amorphous and almost never treads into the light.


Shadow Elemental

Large elemental, neutral


  • Armor Class 12
  • Hit Points 90(12d10 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 15 (+2) 13 (+1) 10 (+0) 15 (+2)

  • Skills Stealth +8
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 120ft., passive Perception 10
  • Languages -
  • Challenge 5 (1,800 XP)

Amorphous. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the elemental can take the Hide action as a bonus action.

Shadow Teleport (Recharge 5-6). As a bonus action, the elemental can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.

Actions

Multiattack. The elemental makes two life drain attacks.

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft. , one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.