Druid
Base Class: Druid

As a druid of storms, you connect with the more destructive side of nature. Using that connection you can harness the destructive power of lightning, thunder, and ice. 

Bonus Cantrip

When you choose this circle at 2nd level, you learn Shocking Grasp or Ray of Frost.

Storm Caller

At 2nd level, you gain the ability to channel magic around yourself. As an action, you can expend a use of your Wild Shape feature to invoke a storming energy that surrounds you, rather than transforming into a beast form, 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 you cast a spell that deals cold, lightning or thunder damage, you can add your Wisdom modifier to one damage roll of that spell.
  • You may use a bonus action to cast a cantrip that deals cold, lightning, or thunder damage.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Circle Spells

Your mystical connection to storms infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to storms.

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.

Druid Level Spells

3rd

shatter, snilloc’s snowball swarm

5th

lightning bolt, sleet storm

7th

control water, ice storm

9th

conjure elemental, cone of cold 

The Wind's Gift

When you reach 6th level, once per long rest you may use an action to gain a flying speed of 30 ft for 10 minutes.

Storming Soul

Starting at 10th level, you gain resistance to cold, lightning, and thunder damage.

Storming Retaliation

When you reach 10th level, when you take damage and the attacker is within 5 ft of you, you may use your reaction to make a melee spell attack against the attacker dealing 1d6 + your Wisdom modifier cold, lightning, or thunder damage(your choice) on a hit.

Conduit of Storms

At 14th level you are able to absorb and redirect the harshness of storms. When you take cold, lightning, or thunder damage you may arc that energy onto another target you can see within 30 ft. The target must make a dexterity saving throw against your spell save DC take the same damage on a failed save. They take half as much on a successful save.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes