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and are considered an aquatic creature, letting you breathe underwater.Īs an Action, each creature in your space must make a DC 15 Strength saving throw. The first time you enter a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Your elemental form sheds bright light in a 30-foot radius and dim light in an additional 30 ft.Ī creature that touches you or hits you with a melee Attack while within 5 ft. While doing so, you don’t disturb the material you move through.Īdditionally, you deal double damage to objects and structures. You can burrow through non-magical, unworked earth and stone. if your movement speed was higher, and you gain a burrow speed of 30ft. You can move through a space as narrow as 1 inch wide without squeezing.Įarth: Your movement speed reduces to 30ft. In addition, you can enter a hostile creature’s space and stop there. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. If the target is Thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If a Thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was Thrown. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from you in a random direction and knocked prone. and you gain a fly speed of 90ft (Hover).Īs an Action, each creature in your space must make a DC 13 Strength saving throw. Your choice determines the benefits you gain from this transformation.Īir: Your movement speed drops to 0ft. When you assume this form, choose one of the following elements. You continue to gain the benefits of the equipment you wear and carry and can use the properties and powers of any magic items that you wear or carry. Your equipment becomes part of your elemental form. You push any creature adjacent to you up to 10 feet to make room for your transformation. Your body sloughs away to reveal an elemental monster of incredible power. In addition, the first time each day you drop below 1 hit point, you regain 5d10 hit points. When you expend two uses of your wild shape to transform into an elemental, choose two elemental forms and gain the benefits from both. You can expend two uses of your wild shape at the same time to transform into an air elemental, earth elemental, fire elemental, or water elemental.Īt 14th level, you begin to attain a perfect mastery over the elements and can call upon their power whenever you choose. When you do, your flesh and possessions merge to become an enormous being of pure air, earth, fire, or water… Your suspended animation ends at the end of a short rest or when you choose to end it.Īt 10th level, your mastery over elemental power reaches a point at which you can transform yourself into an elemental creature.
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While in suspended animation, you are unconscious, and you regain 10 hit points for every 10 minutes of rest. Your physiological age is reduced by 1d6 + 6 years (no lower than the age of maturity for your race), restoring the appropriate amount of youth and vigor.Īdditionally, once per short rest, you can speed your recovery by placing your body into a state of suspended animation. You must abide by the other limitations of Wild Shape.Īt 6th level, you can transform into any beast with a CR equal to or less than your druid level divided by 3 (rounded down).Īt 6th level, elemental power eliminates your weaknesses and girds you against age and infirmity.īenefit: You are resistant to disease and poison damage. You increase your Wisdom score and one other ability score by 1.Īdditionally, you are able to speak, read, and write Primordial fluently.Īt 2nd level, you can use your Wild Shape to transform into a beast with a CR as high as 1.
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The elements serve these druids as they carve their name into history.Īs you progress up the ladder of knowledge, exposure to elemental power slowly changes you your mortality is stripped away until you become something akin to the primordials of old.Īt 2nd level, your understanding about reality and its characteristics seems to transcend the normal limits and opens your mind to new possibilities. One feeds into the other, and their fusion energizes a great cycle through which these druids can transcend common mortality and become something greater.įire and wind, earth and water are theirs to command. The Circle of the Hierophant learns to perfect the blending of elemental and primal magic.