Druid
Base Class: Druid

Air elemental warriors connect with the more etherial elements of nature,becoming one with the billowing and prevailing winds.These kinds of druids have a lifestyle that is more nomadic than others,following the wind's beck and call,and being bound by the soft blowing of nature.They never stay in the same place for long,and have to leave what they love most behind to follow their one muse and mentor eternally.They believe the unachievable task of catching the wind will bind them to the voices of nature.They are actually quite poor with traditional places of druidic power,such as forests or swamp,usually feeling breathless and deaf because of the stale air.

Call the Wind

When you choose this circle at 2nd level, you can use a bonus action on your turn to buffet a target you can see within 60 feet of you with wind. It must succeed on a Strength saving throw against your druid spell save DC or be pushed 5 feet in a direction of your choice. If you are not underground or indoors, you push the target twice as far.

Aloft

Starting at 2nd Level the wind has lent an ear, and will give a helping gust when you seem to need it most. When you fall, you take 1d4 damage for every 10 feet instead of the usual 1d6.

Circle Spells

Your mystical connection to the wind infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.

Once you gain access to a circle spell, 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.

Druid Level Spells

3rd

gust of wind, suggestion

5th

fly, lightning bolt

7th

storm sphere, ice storm

9th

control winds, maelstrom 

Inner Tempest

Starting at 6th level, whenever you cast a spell that deals lightning damage or thunder damage, you roll a d6, and you gain bonus to one damage roll of the spell equal to the number rolled. In addition, you have resistance to lightning and thunder damage.

One With The Wind

When you reach 10th level, you gain flying sped equal your walking speed

One With The Storm

When you reach 14th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. In addition, you can use decide to deal maximum possible damage, when dealing thunder or lightning damage, once per long rest.

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