Circle of the Incarnated Elements
Druids of the Circle of Incarnated Elements see the four natural elements as both the world's foundation and the true power of magic. They channel this power, incarnating them into mighty creatures.
Summon Incarnated Element
2nd level Circle of the Incarnated Elements
You can conjure a being bearing the essence of one of the four natural elements, named Incarnated Element. Its body is made of undefined inorganic matter surrounded by its current element. The Incarnated does not need to breathe or eat, and magic can't put it to sleep.
As an action, you can expend one use of your Wild Shape, conjuring your Incarnated into an unoccupied space within 30 feet of you. It uses the Incarnated Element's stat block found in the next page, and obeys your commands. When conjuring it, you must choose the element it will be imbued with: Fire, Water, Earth, or Air, which will define its appearance, weakness, immunity, and abilities. It remains for 1 hour, until reduced to 0 hit points, until you conjure a new Incarnated, or until you dismiss it as a bonus action. In either case, your previously summoned Incarnated disappears.
In combat, your Incarnated shares your initiative, taking its turn immediately after yours. You must use a bonus action to command it. If you don't, it automatically takes the Dodge action on its turn, and nothing else. If you are incapacitated, the Incarnated can take any action of its choice.
Infusions
6th level Circle of the Incarnated Elements
At sixth level, you learn powerful infusions to increase the power of your Incarnated Element. While your Incarnated is within 30 feet of you, you can use an action and a spell slot of 2nd level or higher to grant it one of the following traits. An Incarnated can have only two active infusions. If this limit is exceeded, the new infusion replaces the first one. All active infusions are lost when the Incarnated disappears.
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Incarnated Armor. The Incarnate gains a number of temporary hit points equal to twice your Druid level. When these temporary hit points are depleted, all creatures within 5 feet of the Incarnated must succeed on a Dexterity saving throw against your druid spell DC or take 2d6 + BP elemental damage of the type of your Incarnated's current immunity.
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Elemental Thorn. The Incarnated's weapon attack is replaced by the Elemental Thorn attack. This new attack retains the features of the previous one, with the following changes:
- It is a ranged weapon attack;
- Its range is 60/120;
- Its main damage is piercing instead of slashing.
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Constitution Incarnated. The Incarnated's AC increases by 2, and it can use a reaction to become the target of a weapon attack made against a creature within 5 feet that it can see.
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Speed Incarnated. The Incarnated's speed increases by 10 feet, and it gains a climbing speed equal to its walking speed. As a bonus action, it can take the Dash action.
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Strength Incarnate. The Incarnated gains proficiency in Athletics, advantage on Strength (Athletics) checks to grapple a creature, and counts as one size larger for determining its carrying capacity and the weight it can push, drag, or lift.
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Magic Incarnated. You magically increase the Incarnated's connection to its current element, granting it new features:
Fire: The Incarnated emits strong light in a 20 ft. radius, and dim light for an additional 20 ft. It can also cast the Control Flames (XGtE) cantrip.
Water: The Incarnated gains a swimming speed equal to half its walking speed. It can also cast the Shape Water (XGtE) cantrip.
Air: The Incarnated gains a flying speed equal to half its walking speed, and can hover. It can also cast the Gust (XGtE) cantrip.
Earth: The Incarnated gains a burrow speed equal to half its walking speed. It can also cast the Shape Earth (XGtE) cantrip.
Empowered Element
10th level Circle of the Incarnated Elements
Starting at tenth level, your Incarnated Element becomes more powerful. Its size becomes Large, its main attack damage becomes 2d4, and it gains access to new elemental abilities, as described on its stat block.
Incarnated As One
14th level Circle of the Incarnated Elements
As long as you and your Incarnated are within 60 feet of each other, the following effects become active:
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When the Incarnated attacks the same creature you targeted on your last turn, it has advantage on its attack rolls (you don't need to have hit the creature);
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You and the Incarnated have a +2 bonus on Saving Throws against spells and other magical effects for each Infusion currently active on it;
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When you are the target of an attack or spell that you can see and that tries to deal damage to you, you can use your reaction to magically switch places with your Incarnated, making it the new target. You can choose to do so after knowing whether the attack hits or not, but before knowing the result of the damage roll.
Incarnated Element
Medium Elemental
- Armor Class 11 + PB (natural armor)
- Hit Points 5 + five times your Druid level
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (0) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 10 (+0)
- Damage Weaknesses cold (Fire), lightning (Water), thunder (Earth), fire (Air)
- Damage Immunities fire (Fire), cold (Water), poison (Earth), lightning (Air)
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., Passive Perception 13
- Languages understands all you speak
- Proficiency Bonus (PB): equal to your bonus
Magical Nature. The Incarnated's attacks count as magical for overcoming resistance against non-magical attacks, and the elemental damage of its effects ignores resistances.
Primal Fire (10th Level, Fire Incarnated Only) Once per turn when the Incarnated hits a target with its weapon attack, all creatures within 5 feet of the target take fire damage equal to your PB.
Primal Cold (10th Level, Water Incarnated Only) Once per turn when the Incarnated hits a target with its weapon attack, the target's speed is reduced by 10 feet until the end of its next turn.
Primal Earth (10th Level, Earth Incarnated Only) Once per turn when the Incarnated hits a target with its weapon attack, the target must make a successful Constitution Saving Throw against your druid Spell DC or become poisoned for 1 minute.
Primal Air (10th Level, Air Incarnated Only) Once per turn when the Incarnated hits a target with its weapon attack, the target cannot take reactions until the start of its next turn.
Actions
Multi-Attack. The Incarnated makes one weapon attack on its turn. The number of weapon attacks it can make becomes 2 when you reach 10th level in this class.
Elemental Claw. Melee weapon attack, your spell attack modifier to hit, reach 5 feet, one target. On hit: 5 (1d4 + 3) slashing damage + PB elemental damage of the type of your current immunity.
art by: Julien Carrasco - Jeex