Base Class: Druid
The tempest circle is made up of spirited individuals, never to shy away from adventure these druids control their emotions as well as a storm does. These druids meet high in the clouds or under rainfall to share coming knowledge of natural disasters from the sky to assist those in need. The circle's wisest members preside as the chief caller of communities that hold to the idea of a natural balance and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the sky being quick as a lightning bolt or as loud as thunder many see you as impatient and fiery tempered but just like any storm there is a stillness and calm just like any other.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Storm Shape
At 2nd Level, You can awaken a storm within yourself. As an Action, you can expend one use of your "Wild Shape" feature to transform into an elemental being called a Storm Elemental. Your Storm Shape manifests for 1 hour.
Storm Elemental
Medium elemental, unaligned
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Armor Class 14 (Natural)
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Hit Points 25 (5d8)
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Speed 30 ft., fly 60 ft.
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Damage Resistances lightning, thunder
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Senses passive Perception 13
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Languages Common, Primordial
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Challenge 1 (200 XP)
Enhanced Damage. Attacks made by the elemental deal an extra 1d6 damage. (Already added)
Shifty. You can Disengage as a bonus action.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6(2d6+4) lightning damage.
Thunderwave. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
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.
Tempest
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Eye of the Storm
Starting at 6th level, you create an aura of calm around you just like the eye of the storm. When a hostile creatures that enter a 10 ft radius from you must make a wisdom saving through against your spell save DC. On a failed role the creatures fall under the calm emotions spell.
In addition, you have advantage on your next attack role against any creature that fails the save.
Lightnings Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to lightning and thunder.
Maelstrom
You summon a maelstrom of thunder and lightning. The maelstrom is 35 feet wide and 35 feet long and anyone within must make a strength against your druid spell save DC. On a success they remain in their space but can't move. On a failure they are sucked into the maelstrom, taking 4d6 bludgeoning damage + 6d4 thunder damage + 4d4 lightning damage. You are free to move any way you'd like.
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