Base Class: Druid
Druids that belong to the Circle of Storms hold a keen insight into the weather. Their eyes often turned skyward, they can read the patterns in the clouds to predict the weather and gain an insight into what the future holds. When protecting their groves, a Circle of Storms druid can harness the power of the weather to unleash magical attacks upon their foes.
Druids of this circle rarely meet, but when they do it is normally at the location of some unusual weather phenomenon. They gather to discuss any strange weather patterns and what they might forebode in the coming days.
Circle Spells
You have a strong connection to the weather and the power it wields. This connection grants you access to some spells when you reach certain levels in this class, as shown on 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.
In addition, you also learn the gust cantrip if you didn't already know it.
Circle of Storms Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | fog cloud, thunderwave |
| 3rd | gust of wind, misty step |
| 5th | call lightning, sleet storm |
| 7th | ice storm, storm sphere |
| 9th | control winds, maelstrom |
| 15th | control weather |
Harness Weather
Through your meteorological connection, you can cause a small area around you to form a localised weather condition. As an action you can change the weather in an area of radius 60ft centred on you, and this area moves with you. The weather condition persists for 1 minute or until you are incapacitated. Once you use this feature, you can’t use it again until you finish a short rest.
When you use this feature, you can designate any number of creatures you can see to be unaffected by it. You can use this feature even if you are in a location where weather does not normally have an effect, such as inside a building or underground.
The effect of the weather condition depends on the type of condition you choose from the options below.
Blizzard. You summon a blizzard to cover the ground in ice and snow. The area affected becomes difficult terrain for the duration.
Dust Storm. You whip up a vicious dust storm, obscuring the area around you. For the duration, creatures within the area have disadvantage on [skill]perception[skill] checks that rely on sight and ranged attacks. In addition, creatures outside of the area have disadvantage on Perception checks that rely on sight when trying to perceive something within the area, and they have disadvantage on ranged attacks when attacking a creature within the area.
Heat Wave. You cause the area to swelter with increased temperatures, sapping the energy of those within it. For the duration, creatures within the area have disadvantage on Strength and Dexterity checks and saving throws.
Thunder Storm. You call together the clouds to form a great storm. For the duration, at the end of each of your turns, a bolt of lightning strikes a creature you choose within the area. That creature must make a Dexterity saving throw against your spell save DC or take 1d10 Lightning damage.
Chain Bolt
Starting at 6th level and once per turn, when you deal lightning damage to a creature, you can fire off a chain bolt of lightning from that creature to another creature within 15ft of it, dealing 1d8 lightning damage to the second creature. This damage increases to 2d8 at 10th level, 3d8 at 14th level and 4d8 at 18th level.
Storm Blast
Beginning at 10th level, while your Harness Weather feature is active, you can use a bonus action to buffet an enemy within the area of effect. Make a ranged spell attack against the creature, dealing 2d8 damage on a hit. The type of damage you deal depends on your chosen weather condition: Blizzard deals cold damage, Dust Storm deals bludgeoning damage, Heat Wave deals fire damage and Thunder Storm deals lightning damage. The damage dealt increases to 3d8 at 15th level.
Gale-force Flight
From 14th level, you can cause the wind to pick you up and allow you to soar above the ground. You can cast fly as a 3rd-level spell once per short rest.
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Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/3/2022 12:41:40 PM
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22
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