Base Class: Druid
Druids hailing from the Circle of Ill Wind carry an uneasy air about them. Curses and dark magics are their trade, and they carry their spells on ominous winds. While they are primarily masters of the tempestuous sky, they are also known to use transformative curses on not only their enemies, but also their allies, turning dark hexes into advantages while they buffet their foes with whirlwinds and gales. These druids tap into the power of elemental air's darkest aspects.
|
DRUID LEVEL |
FEATURE |
|---|---|
| 2nd | Circle Spells, Buffeting Gusts, Winds of Change |
| 6th | Foul Storm |
| 10th |
Winds of Affliction |
| 14th | Herald of the Four Winds |
Circle Spells
You know how to cast spells of elemental air, and you know of curses carried on an ominous wind. Your proclivity with the howling winds grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Ill Wind 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.
Circle of Ill Wind Spells
| Druid Level | Spells |
|---|---|
| 2nd | bane, feather fall |
| 3rd | gust of wind, warding wind |
| 5th | bestow curse, gaseous form |
| 7th | confusion, storm sphere |
| 9th | control winds, enervation |
Buffeting Gusts
Starting at 2nd level, you can command the very winds themselves. As a bonus action, you can buffet a single target of size Medium or smaller within 30 feet with strong wind, forcing it to make a Strength saving throw against your spell save DC. On a failure, the target gets pushed 5 feet in a direction of your choice. If the target is an unsecured object that weighs no more than 5 pounds, it is automatically pushed 10 feet. It isn’t pushed with enough force to cause damage.
When you reach 14th level in this class, you can now affect targets of size Large or smaller, and you can move targets up to 10 feet. If the target is an unsecured object that weighs no more than 10 pounds, it is automatically pushed 20 feet, and any object pushed in this way can deal 1d6 bludgeoning damage to a target in its path.
Winds of Change
Also at 2nd level, the magic of your wild shapes is carried on the wind. As an action, you can expend one use of your Wild Shape feature to cause one willing creature within 60 feet of you to gain the benefits of your Wild Shape instead of yourself. You choose what the target transforms into, and the transformation follows all other limitations of the Wild Shape feature and the Beast Shapes table. Both you and your target can choose to end the effect as a bonus action.
Foul Storm
Starting at 6th level, dark clouds roil in the winds you magically command, small storms and hexes dancing on the breeze. Whenever you cast one of the spells listed in your Circle of Ill Wind Spells table, or when you use your Buffeting Gusts feature, you can choose to deal lighting or necrotic damage (your choice) equal to your proficiency bonus to any creatures of your choice that are affected by the spell or feature.
You cannot use this feature more than once per turn.
Winds of Affliction
At 10th level, you can create a repulsive wind that sends a shiver down the spines of your foes, cursing them with baleful animal form. You learn the polymorph spell if you haven't learned it already, and it doesn’t count against the number of spells you can have prepared. When you cast polymorph, you can choose to expend a use of your Wild Shape feature instead of a spell slot to cast it as a curse rather than a normal spell.
A target that is cursed in this way suffers one level of exhaustion while the effects of the spell last, and you do not require to maintain concentration in order to keep the effects of the spell active. When a cursed polymorph ends because the target's transformation was reduced to 0 hit points, you deal necrotic damage to the target equal to the maximum hit points of the beast it was transformed into.
Herald of the Four Winds
At 14th level, you gain the ability to call upon and control the winds to carry you through the air, gaining a flying speed equal to your walking speed whenever you are not incapacitated.
Previous Versions
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6/13/2022 5:17:20 AM
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