```metadata
title: Circle of the Primordials v.1.2
description: ''
tags:
  - ''
systems: []
renderer: legacy
theme: 5ePHB

```

### Circle of the Primordials
Druids of the Circle of the Primordials are mystics that doesn't just use the power of nature, but commune with the very elements themselves. Unlike other mystics, who use the powers of nature, the druids of this circle call upon the powers of primordials known as the **Elemental Lords**.

There are four elemental lords who commune with and lend their powers to druids: *Akadi, the Queen of Air. Grumbar, the Lord of the Earth. Istishia, the Lord of Water. Kossuth, the Lord of Fire.*

The druids don't worship these lords, but they live to bring order to the chaos of the elements. They work as mediators for all four of the lords. They work to balance the forces and keep peace between them.


#### Primordial Tongue
Beginning at 2nd level, you can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.


#### Primordial Attunement
Starting at 2nd level, the elemental lords gives you the ability to strengthen your bond to the elements around you. With a bonus action you enter a magical trance, called *Primordial Attunement*, that gives you control over an element of your choice. You can use this twice. You regain any expended uses after a long rest.

When you use this feature, you chose one of the four primordial elements, *Primordial Air, Primordial Earth, Primordial Fire,* or *Primordial Water*, and gain the powers listed below.

In addition, you gain access to a number of spells dependent on the *Primordial Attunement* you’re in. You can cast these *Primordial Spells* by expending a spell slot of the spells level or higher. You can cast *Primordial Spells* a number of times equal to half your druid level. You regain any expanded uses after a short or long rest.


##### Primordial Air
* You can cast the *Gust* cantrip.
* Your speed increases by 10 feet.
* As an action you can cause a small bolt of lighting to strike from your hand and hit a creature within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. You have advantage on the attack roll if the target is wearing armor made of metal.
This damage increases by 1d8 when you reach 5th level, 11th level, and 17th level.

##### Primordial Earth
* You can cast the *Mold Earth* cantrip.
* You gain advantage on Strength checks.
* The earth comes to your aid. You gain 1d6 + your Wisdom modifier temporary hit points and your AC equals 13 + your Dexterity modifier.

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##### Primordial Fire
* You can cast the *Control Flames* and *Firebolt* cantrips.
* As an action you can cause fire to swirl around you. You shed bright light in a 30-foot radius and dim light for an additional 30-foot radius, and in addition, a creature that starts its turn within 5 feet of you takes fire damage equal to your wisdom modifier.



##### Primordial Water
* You can cast the *Frostbite* and the *Shape Water* cantrips.
* You gain a swim speed equal to your movement speed.
* As an action you can give yourself the ability to walk on water and snow as if it was solid ground. The effect lasts until the end of your next turn.

You can stay in your attunement for a number of hours equal to half your druid level (rounded down). You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest you regain all expended uses.

##### Primordial Air
| Spell Level | Primordial Spells |
|:----:|:-------------|
| 1st | Feather Fall, Fog Cloud, Thunderwave |
| 2nd | Dust Devil, Gust of Wind, Warding Wind |
| 3rd | Fly, Lightning Bolt, Wind Wall |
| 4th | Freedom of Movement, Storm Sphere |
| 5th | Control Winds, Destructive Wave|
| 6th | Investure of Wind |

##### Primordial Earth
| Spell Level | Primordial Spells |
|:----:|:-------------|
| 1st | Absorb Elements, Earth Tremor, Shield |
| 2nd | Earthbind, Enhance Ability, Maximilian's Earthen Grasp  |
| 3rd | Erupting Earth, Meld into Stone, Wall of Sand |
| 4th | Stone Shape, Stoneskin |
| 5th | Transmute Rock, Wall of Stone |
| 6th | Investure of Stone |

##### Primordial Fire
| Spell Level | Primordial Spells |
|:----:|:-------------|
| 1st | Burning Hands, Fearie Fire, Hellish Rebuke  |
| 2nd | Aganazzar's Scorcher, Flaming Sphere, Scorching Ray |
| 3rd | Fireball, Melf's Minute Meteors |
| 4th | Fire Shield, Wall of Fire |
| 5th | Flame Strike, Immolation |
| 6th | Investure of Flame |

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##### Primordial Water
| Spell Level | Primordial Spells |
|:----:|:-------------|
| 1st | Armor of Agathys, Create or Destroy Water, Ice Knife |
| 2nd | Lesser Restoration, Protection from Poison, Snilloc's Snowball Swarm |
| 3rd | Sleet Storm, Tidal Wave, Wall of Water |
| 4th | Control Water, Ice Storm, Watery Sphere |
| 5th | Greater Restoration, Maelstrom|
| 6th | Investure of Ice |


#### Primordial Fury
Starting at 6th level, you can unleash the elemental powers of the primordials. When you are in your *Primordial Attunement* and you cast one of your *Primordial Spells* you can end your attunement and cause the spell to gain increased power and potential.

##### The Air Queen's Wrath
**Primordial Air**

*The very air you control begins crackling with the wrath of Akadi.*

Anyone affected by your spell takes 2d6 lightning damage.


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##### Might of the Earth Lord
**Primordial Earth**

*Even the tallest mountains bow before the might of Grumbar and it will come to your aid*

Anyone affected by your spell becomes hindered by the earth. Their speed becomes 0 until the end of their next turn.

##### Fire Lords Fury
**Primordial Fire**

*The fury of Kossuth will turn your enemies to cinders*

Anyone damaged by your spell begins to burn. They take 1d4 fire damage at the start of each of its turns. A creature can ends this damage by using an action to douse the flames.


##### The Bite of the Water Lord
**Primordial Water**

*The powers of Istishia can overwhelm even the mightiest giants*

Anyone making a saving throw against your spell does so with disadvantage.


#### Composite Elements
Beginning at 6th level, you can combine your *Primordial Spells* with a different element. You can cause a *Primordial Spell* to deal half its damage dice as either *bludgeoning, cold, fire, or lightning damage.

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#### Call of the Elements
At 10th level you always have the spell *Conjure Elementals* prepared and it doesn't count against your maximum amount of spells prepared. When you are in a *Primordial Attunement* and you cast *Conjure Elementals* to conjure an elemental of the apropriate element, you can cast the spell as an action and as long as you're attuned you can't lose concentration on the spell.

##### Primordial Elementals
| Primal Element |
|:----:|:-------------|
| Air   | Air Elemental, Invisible Stalker, Steam Mephit |
| Fire  | Azer, Fire Elemental, Fire Snake, Magma Mephit, Magmin, Salamander, Smoke Mephit |
| Earth | Dust Mephit, Earth Elemental, Flail Snail, Galeb Duhr, Gargoyle, Mud Mephit, Xorn |
| Water | Ice Mephit, Water Elemental, Water Weird |



#### Greater Elemental Control
Starting at 14th level, you have such great control over the chaotic power of the elements. When you enter into your *Primordial Attunement* you can choose two elements.

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Credit: Wei Wang


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