Circle of Primal Fury

by Sudopod

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Circle of Primal Fury

Druid Circle of Primal Fury

Druids who are members of the Circle of Primal Fury understand the necessity of destruction, such as how a forest fire promotes growth or how volcanoes and floods rejuvenate the land. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled disasters that help flora and fauna reproduce and grow.

At 2nd Level, Druids choose a druidic circle to focus their powers. This document contains a playtest option for this feature called the Circle of Primal Fury v7.

Summon Primal Spirit

At 2nd level, you can summon the Primal Spirit to bind to your soul. The spirit is friendly to you and your companions and behaves in a way similar to a wizard's familiar. To summon this spirit you must collect a talisman of the element such as those in the table below, tattoo or mark yourself with a symbol of the element, and perform a one hour ritual. Once summoned you choose the appearance of the form such as a small beast made of the chosen element.

Element Talisman
Water A silver bowl of fresh water
Earth A carved crystalline statue
Fire A brass brazier full of coal
Air A pair of beautiful silk fans

Your Primal Spirit acts independently of you, but it always obeys your commands. In combat, it shares your initiative, but takes its turn immediately after yours. Your Primal Spirit can’t attack, but it can take other actions as normal and can be targeted by the spell beast sense when cast by you.

Your Primal Spirit can only exist near you as you anchor it to the material plane. If it is ever more than 500 ft. away from you, for whatever reason, then it reappears at your side in a harmless burst of elemental energy.

When the spirit drops to 0 hit points, it disappears into your elemental mark, leaving behind no physical form. If there is additional damage, it is transferred to you through the mark. You can coax the spirit back out of your mark if you perform the ritual once again.

Your Primal Spirit needs to sleep 8 hours for a long rest and prefers to rest in it's element. For instance, a Primal Spirit of Water may rest in a well or puddle, a Primal Spirit of Earth may dig a burrow, a Primal Spirit of Fire may only sleep in a campfire or raging fireplace, while a Primal Spirit of Air may rest in a flute. You reroll the Hit Points for your Primal Spirit after every long rest.

You can’t bond with more than one Primal Spirit at a time, until you reach level 10. To end your bond with a spirit, you must remove the mark by some means determined by your DM such as burning a tattoo or magically removing engravings in shell, horns, or bone, depending on how permanent you make your Elemental Mark.














Primal Spirit

Small Elemental, Any Chaotic alignment


  • Armor Class 11
  • Hit Points 1d4 per Druid Level

STR DEX CON INT WIS CHA
8(-1) 10(+0) 12(+1) 8(-1) 14(+2) 10(+0)

Water Earth Fire Air
Speed 20 ft., 30 ft. swim 15 ft., 35 ft. earthglide 20 ft., 30 ft. fly 10 ft., 40 ft. fly
Dam. Imm. Cold Acid Fire Thunder, Lightning
Con. Imm. Charmed, Grappled Frightened, Petrified Grappled, Restrained Grappled, Prone
Senses Darkvision (60 ft.) Tremorsense (60 ft.) Darkvision (60 ft.) Blindsight (45 ft.)

Proficiencies

  • Saving Throws DEX +2, WIS +4
  • Skills Nature +4
  • Languages Understands all languages you speak
  • Senses. passive Perception 12

Actions (Requires Bonus Action)

Innate Spellcasting. Your Primal Spirit knows one elemental catrip. Wisdom is it's spellcasting ability for this spell. Unless specifically directed to withhold its power or when to use this spell, your spirit will cast this spell randomly throughout the day and night.

Water Earth Fire Air
Cantrip Shape Water Mold Earth Control Flames Gust



Primal Fury

Large Elemental, Any Chaotic alignment


  • Armor Class 13
  • Hit Points 1d8 per Druid Level

STR DEX CON INT WIS CHA
13(+1) 14(+2) 15(+2) 9(-1) 14(+2) 11(+0)

Element Water Earth Fire Air
Speed 40 ft., 60 ft. swim 30 ft., 70 ft. earthglide 40 ft., 60 ft. fly 20 ft., 80 ft. fly
Damage Immunities Cold Acid Fire Thunder, Lightning
Condition Immunities Charmed, Grappled Frightened, Petrified Grappled, Restrained Grappled, Prone
Senses Darkvision (120 ft.) Tremorsense (120 ft.) Darkvision (120 ft.) Blindsight (90 ft.)
Statistic Increase WIS +2 CON +1 STR +1 INT +1 CHA +1 DEX +2

Proficiencies

  • Saving Throws DEX +2, WIS +4, CON +4
  • Skills Nature +4, Survival +4
  • Languages Understands all languages you speak
  • Senses. passive Perception 12

Actions (Requires Bonus Action)

Innate Spellcasting. Your Primal Fury knows one elemental cantrip. Wisdom is it's spellcasting ability for this spell. Unless specifically directed to withhold its power or when to use this spell, your spirit will cast this spell randomly throughout the day and night.

Element Water Earth Fire Air
Cantrip Shape Water Mold Earth Control Flames Gust

Primal Strike. Your Primal Fury is infused with raw magic in every tooth and claw. Make a melee spell attack against one creature within 5 feet. On a hit, the target takes 1d8 elemental damage or 1d6 magical slashing or piercing damage.

Enhanced Bond. At 6th Level, your Primal Fury can make 2 attacks with its Primal Strike as an action.

Element Water Earth Fire Air
Damage Type Cold Acid or Bludgeoning Fire Thunder or Lightning

Elemental Teleportation. (Recharges after a Short or Long Rest or new use of Wild Shape). Your Primal Fury and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d4 elemental damage per Druid level divided by two.


Empower Primal Fury

Bonding with this spirit has removed your ability to assume a beast form with your Wild Shape. Instead, as an action, you can expend one use of your Wild Shapes to empower your Primal Spirit transforming it into a Primal Fury. Each creature within 10 feet of the spirit (other than you) when it transforms must succeed on a Dexterity saving throw against your spell save DC or be hit with an elemental primal strike, as shown in the stat block above.

While in this form, your Primal Fury can serve as a mount. However, while you are riding the fury, its fly and swim speeds are reduced by 20 ft. and cannot travel through stone unless you are under the effects a spell or ability that allows for Earthgliding.

The power infused in your Primal Fury dissipates after a number of hours equal to half your druid level rounded down, unless it is reduced to 0 hit points, or you use your Wild Shape again. If reduced to 0 hit points, it reverts to its Spirit form and any excess damage carries over to you via the elemental mark.

You can use an additional Wild Shape to reempower your Primal Fury without losing its Fury form as a bonus action. When reempowered, your Primal Fury behaves as though it was just transformed from its Primal Spirit form.

Druid Level Primal Fury Spells Water Spells Earth Spells Fire Spells Air Spells
3rd Thalmaturgy Ray of Frost Primal Savagery Fire Bolt Shocking Grasp
-- Prayer of Healing Snilloc's Snowball Swarm Maxamillian's Earthen Grasp Scorching Ray Shatter
5th Life Transference Hunger of Hadar Erupting Earth Fireball Thunder Step
7th Aura of Life Ice Storm Vitriolic Sphere Fire Shield Storm Sphere
9th Raise Dead Cone of Cold Conjure Volley Flame Strike Destructive Wave

Circle Spells

Your link with your Primal Spirit grants you access to certain spells while it is summoned. When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Primal Fury Spells table for your chosen element. Once you gain access to one of these spells, 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. If you already know these cantrips, you may replace that cantrip with another from the Druid Spell List.

Enhanced Bond

At 6th level, the bond with your primal spirit enhances your destructive and restorative spells. Whenever you cast a spell that restores hit points while your Primal Spirit is in it's Fury form, roll a d8, and you gain a bonus equal to the number rolled.

In addition, when you cast a spell related to the element of your Primal Spirit while it is in its Fury form, you can add a d8 to the attack roll, damage roll, or saving throw DC. Your DM will decide if the spell is related to your element; respectfully ask when preparing spells or out of game. DMs can reference the table at the end of this section for guidance.

Finally, when you cast a spell with a range other than self, the spell can originate from you or your Primal Fury.

Primordial Binding

At 10th Level, you are able to bond with a second Primal Spirit. However, you are only able to command one at a time. You can only access the elemental spells and gain the effects of Enhanced Bond for one Primal Spirit at a time and can switch between them over the course of 10 minutes.

When one spirit is empowered into a Primal Fury, the other will become tiny and hide on you, away from danger. You switch to the spells of the Primal Fury even if you were commanding the other Primal Spirit.

You also gain one additional use of Wild Shape.

Fury of the Elements

At 14th level, you can use your Wild Shape to empower your second Primal Spirit to become a Primal Fury while your other Primal Fury is active or to transform them simultaneously. The Furies become so deeply entwined that you can command both to act with a single bonus action. You also gain access to both spell sets simultaneously at all times.

With both Furies active you double the bonus for healing spells from Enhanced Bond. If the Primal Spirits are of the same type, you double the benefit from Enhanced Bond for your elemental spells.

In addition, the bond with your Primal Furies is exceptionally strong, bleeding their power into you. When you use your Wild Shape to empower your Primal Spirit to transform into a Primal Fury, you gain the effects of the investiture spells on the table below without expending a spell slot for the duration of Wild Shape or until you lose concentration. If you empower both Furies, you must choose which investiture you will concentrate on.

Water Earth Fire Air
Investiture
of Ice
Investiture
of Stone
Investiture
of Flame
Investiture
of Wind

Walking Natural Disaster

At level 20, your ulimited use of Wild Shape allows your Primal Spirits to remain Primal Furies permanently unless you command them to become Primal Spirits. Your Furies also gain the ability to recharge Elemental Teleportation every turn if a 5 or 6 is rolled on a d6.

Finally, you can gain the effects of the investiture spells associated with your Primal Spirits as an action and you can concentrate on both investitures at once.

Credits

Created by /u/StoneBringer.

Artist Information
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Enhanced Bond Reference (Druid Spell List Only)

Spell Level Water Spells Earth Spells Fire Spells Air Spells
Cantrip Ray of Frost Primal Savagery Fire Bolt Shocking Grasp
Frostbite Magic Stone Create Bonfire Thunderclap
Shillelagh Produce Fire
1st Ice Knife Earth Tremor Thunderwave
2nd Snilloc's Snowball Swarm Maxamillian's Earthen Grasp Scorching Ray Shatter
Spike Growth Flame Blade Dust Devil
Earthbind Flaming Sphere Gust of Wind
Heat Metal
3rd Hunger of Hadar Erupting Earth Fireball Thunder Step
Sleet Storm Hunger of Hadar Flame Arrow Call Lightning
Tidal Wave Wind Wall
4th Ice Storm Vitriolic Sphere Fire Shield Storm Sphere
Control Water Wall of Fire
Watery Sphere
5th Cone of Cold Conjure Volley Flame Strike Destructive Wave
Maelstrom Transmute Rock Control Winds
6th Investiture of Ice Investiture of Stone Investiture of Flame Investiture of Wind
Bones of the Earth
7th Fire Storm Whirlwind
8th Tsunami Earthquake

Enhanced Bond Reference

Druid Spells which benefit from the bonus in Enhanced Bond are shown in the table above.

Some spells deal multiple types of damage like: Absorb Elements, Chaos Bolt, Chromatic Orb, Elemental Weapon, Elemental Bane, Prismatic Spray, Illusory Dragon, Prismatic Wall, and Storm of Vengeance. When the damage aligns with the damage type of the player's Primal Furies, it is reasonable to allow the effects of Enhanced Bond.

All other spells are at the DM's discretion.

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