Base Class: Druid
Druids of the Circle of the Sky can harness the power of the storm hurl enhanced bolts of Lighting to destroy their enemies. They are also know to augment this power with aerial attacks and thunderous defenses. They are in tuned with the power of the storm and are partially protected from its power. They usually dwell in high places like the mountains or towers. They are also know to have a kinship with the sea so a tower or mountain next to the sea would draw Druids of the Circle of the Sky. Sailors that respect the power of the Storm and the Sea may find Druids of the Circle of the Sky are willing to assist them if their journey is respectful of nature.
Call the Wind
Starting 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 the target is an unsecured object of size Medium or smaller, it is automatically pushed. If you are not underground or indoors, you push the target twice as far.
Storm Ascension
At 2nd level, you gain the ability to embrace the power of the primal storm. As an action, you can expend a use of your Wild Shape feature to imbue your body with storm magic, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- When a target fails its saving throw against your Call the Wind feature, it takes 1d6 thunder damage. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
- You can add 1d6 extra damage to spells that deal lightning or thunder damage.
- You have a flying speed equal to your walking speed and you can hover, but you can't fly more than 1 foot above the ground using this speed. Water beneath you counts as ground for this limitation.
These benefits last for up to 10 minutes, until you lose these temporary hit points, or until you use your Wild Shape again.
Circle Spells
Your bond with the four winds and the primal storm grants you access to certain spells. At 2nd level, you learn the shocking grasp cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Storms Spells table.
Once you gain access to one of these spells, 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 |
|
|
5th |
Fly, Lightning Bolt |
|
7th |
|
|
9th |
Steel Wind Strike, Maelstrom |
Cutting Winds
After a long rest can imbue 1 simple melee weapon with inner power of the tempest. This imbued weapon gains a range attack that sends bursts of wind towards the enemy. 10ft range at lvl 6, +15ft at lvl 10, +20ft at lvl 14, +25ft at lvl 18, +30ft at lvl 20. Also this weapon now becomes magical in order to overcome resistance and immunity.
Also you gain resistance to lightning and thunder damage.
Herald of the Four Winds
When storm ascension is active fly speed restriction on vertical flight is gone.
Also your Call the Winds feature now pushes 10ft and they must make a str save against spell DC or be knocked prone.
Shocking Defense
Your inner tempest begins to manifest from your body naturally. You gain two new abilities:
- When hit by a melee weapon attack can use a reaction to send out a burst of lightning that does 1d6 damage to the enemy that hit you.
- While storm ascension is active you are immune to the paralyzed condition.
Previous Versions
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5/14/2022 5:23:28 PM
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Coming Soon
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