Base Class: Druid
A single, lone traveler is walking down the road, when bandits emerge from the bushes and demand his belongings. Before they can react, he has disappeared with the wind. A contracted mercenary looks to the sky, reading the clouds and listening to the birds' songs. He accurately deduces the direction that his mark's airship has taken. A teacher and her apprentice are sparring in an open field. The teacher makes the wind pick up and knock the apprentice over, and the two share a laugh. Members of the Circle of the Gale come from all walks of life, but all share an affinity to the wind. Be they wanderers, investigators, or researchers, the desire to explore and learn in one way or another is inherent to them. Secrets whispered to the wind are not always kept.
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Breath of Life
Starting at 2nd level, you gain a modicum of control over the air around you, and the ability to talk to the beings carried by it. You learn the Gust cantrip if you don't already know it, you learn to speak, read and write Auran, and you gain proficiency with one type of martial melee weapon of your choice.
Harness the Gale
Also at 2nd level, the magic of your circle lets you bend the air in your immediate area to serve you for a short time.
As a bonus action, you can expend one use of your Wild Shape feature to enter a stormy state in which winds violently fly around you. While in this state, you gain the following benefits:
- You gain a bonus to Dexterity saving throws equal to your Wisdom modifier.
- Opportunity attacks against you are made with disadvantage.
- Once per turn, when you hit a Large or smaller creature with a melee weapon attack, you can create powerful winds to forcefully move it around the battlefield. The target must succeed on a Strength saving throw against your Spell Save DC or be pushed up to 10 feet in any direction of your choice.
This stormy state lasts 10 minutes, and then ends unless you expend another use of Wild Shape to make it last 10 more minutes. It ends early if you're incapacitated or if you die.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Sky Fracture
At 10th level, you gain the following additional benefits while in your stormy state:
- Your walking speed increases by 20 feet.
- Your long and high jump distances are equal to your movement speed, and you always land on your feet.
- As part of your Harness the Wind feature, you can now move creatures that are Huge or smaller, rather than Large or smaller.
- Once on each of your turns, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal thunder damage to the target, in addition to the attack's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.
Hurricane
By 14th level, you can become one with the wind, granting you access to powerful wind magic. The following spells are added to the druid spell list for you, if they're not already on it, you always have them prepared, and they don't count against the number of spells you can prepare each day.
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1st |
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2nd |
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3rd |
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4th |
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5th |
After you cast one of your Hurricane spells, you can make one melee weapon attack as a bonus action before the end of your next turn.
Previous Versions
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6/1/2022 12:46:41 AM
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