Circle of the Verdant Cycle

Based on the Wuxing Five Elements, these druids cycle between five natural elements to attune themselves.

Level 3: Transient State

At the end of a long rest, choose one of the following Transient States: Wood, Fire, Earth, Metal, or Water.

As a bonus action, you can expend one use of your Wild Shape uses to awaken your chosen state, gaining benefits as listed in the Awakened Transient States table. The effect lasts for 10 minutes, or when you end it as a bonus action.

Awakened Transient States

Wood. When you restore hit points to a creature with a spell, or when you receive hit points from a spell, you can choose one creature within 30 feet of you to gain temporary hit points equal to your Wisdom modifier.

Fire. Once per turn, when you deal damage with a spell, you can add your Wisdom modifier to one damage roll of that spell.

Earth. You have advantage on Strength and Dexterity saving throws, and you have advantage on Constitution saving throws you make to maintain concentration.

Metal. While you are wearing armor or wielding a shield, you reduce any bludgeoning, piercing, or slashing damage you take by 1, before applying resistances.

Water. Your walking speed increases by 10 feet, and attack rolls made for opportunity attacks against you are made with disadvantage.

As a bonus action, you can change your current Transient State to another one. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 3: Circle of the Verdant Cycle Spells

You have certain spells always prepared, depending on your current Transient State. These spells don’t count against the number of druid spells you can prepare.

LevelWoodFireEarthMetalWater
3rdBarkskin, Cure Wounds, Detect Poison and DiseaseBurning Hands, Scorching Ray, FireboltEntangle, Spike Growth, Enlarge/ReduceResistance, Shield of Faith, Heat MetalLongstrider, Create or Destroy Water, Misty Step
5thRevivifyFireballProtection from EnergySlowWater Walk
7thAura of LifeWall of FireStone ShapeStoneskinControl Water
9thGreater RestorationFlame StrikeWall of StoneWall of ForceCone of Cold

Level 6: Verdant Casting

You can cast one spell from your Circle of the Verdant Cycle Spells feature without expending a spell slot and without requiring material components. The spell can be any spell from that list for which you have spell slots, regardless of your current Transient State.

Once you use this feature, you can’t use it again until you finish a long rest.

Level 10: Elemental Resilience

You gain benefits based on your current Transient State:

Wood. You have resistance to necrotic damage, and you have advantage on saving throws made to resist or end diseases affecting you.

Fire. You have resistance to fire damage.

Earth. You have advantage on ability checks and saving throws you make to resist or end the incapacitated and prone conditions.

Metal. You have resistance to poison damage, and you have advantage on saving throws made to resist or end the poisoned condition.

Water. You have resistance to cold damage.

Level 14: Enlightened Transience

Your Awakened Transient State improves, granting additional benefits while it is awakened:

Wood. When you roll dice to determine the number of hit points restored or received, you can treat any roll of 1 or 2 on those dice as a 3.

Fire. You have advantage on spell attack rolls, and when you roll dice to determine the damage of a spell, you can treat any roll of 1 as a 2.

Earth. Once on your turns, you can use a bonus action to give yourself a number of temporary hit points equal to your Wisdom modifier.

Metal. While you are wearing armor or wielding a shield, you gain a +2 bonus to AC, and you have resistance to bludgeoning, piercing, and slashing damage.

Water. When you take the Dash action, you can also take the Disengage action as part of the same action.