Base Class: Druid
The druids of this circle guard the world, giving gentle pushes to guide its people and creatures. They are always present, even if they aren't noticed. These druids understand change as the one constant of the world, and readily accept it. Their orders gather on windy plains or storm-tossed mountains, and discuss the current path of the world. If they decide that the current path is a bad one, they step in to enforce a positive change in the world.
Most druids prefer to work in the remote forests and mountains, but druids of this circle are more apt to watch over society from within. Typically, they will watch over a particularly special person, one who is destined for great things. They may be disguised as a pet owned by the specific person. In this way they can be guardian angels (and may choose to appear as such in dreams.)
Windfoot
When you choose this circle at 2nd level, you devote your attention to studying the changes in the wind and the world. As a result, all fall damage you take is halved. Also, you gain +5 feet of speed, which increases as you reach certain levels in this class: +10 ft (6th), +15 ft (10th), +20 ft (14th). You also gain proficiency with Dexterity (Stealth) checks.
Wind Shapes
At 2nd level, you have studied the winds and skies, giving you a greater understanding of them. You can use your Wild Shape to turn into a beast that can fly. Additionally, when you are flying while transformed, you can ride the winds easily. You can use the Dash action as a bonus action while transformed and flying.
Circle Spells
As you gain power, your ability to control the wind increases in strength. At 3rd, 5th, 7th, and 9th level, you gain specific spells to control the winds, weather, and to guide - or mislead- others.
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 |
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5th |
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7th |
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|
9th |
Tailwind
At 6th level, you can manipulate the winds to help your allies. When an ally within 60 feet makes an ability check or saving throw, you can add your own relevant modifier on top of the result as a reaction.
You can use this feature a number of times equal to your Proficiency Bonus x 3 times before a long rest.
Warding Will
At 10th level, your will to protect your allies gives them advantage on death saving throws.
Nullify
At 14th level, you have gained a powerful ability to reverse or prevent the effects of magic. As a bonus action, you may cast Dispel Magic. You can use this ability a number of times equal to your Wisdom modifier. Additionally, you may cast Counterspell a number of times equal to your Dexterity modifier. Both abilities recharge fully at dawn. Neither spell consumes a spell slot. The maximum level for both spells is your Druid level divided by 3, rounded down. Both spells have a minimum of 1 charge.
You are immune to being charmed by hostile creatures.
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