Druid
Base Class: Druid

Circle of the Gathering Storm druids gain the ability to embody a storm. As they do so they gain abilities associated with the rising power that comes with a storm. First they gain connection to thunder and lighting itself, being able to harness and improve that power. Then they find power in wind, allowing them to move in accordance with it. Next they find destructive force in heavy rain that they use to disrupt their enemies in several different ways. Finally they become perfected in the storm becoming an ultimate force. 

Circle Spells

2nd-level Circle of the Gathering Storm feature

Your link to the sky and storms grants you access to certain spells. At 2nd level, you learn the shocking grasp cantrip and the gust cantrip.

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Gathering 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.

Circle of Spores Spells
Druid Level Spells
2nd shocking grasp, gust, thunderwave, fog cloud
3rd misty step, gust of wind
5th lightning bolt, sleet storm
7th storm sphere, freedom of movement
9th control winds, maelstrom

Form of the Storm

2nd-level Circle of the Gathering Storm feature

As a bonus action you can expend one use of your Wild Shape to take on the Form of the Storm. This form lasts for 1 minute. While in this form you receive resistance to lightning and thunder damage. In addition, you can add your wisdom modifier to the damage roll of any spell or ability that does lightning/thunder damage. 

 

Arc Reaction

When you are hit by an attack from someone that is within 30 feet of you, you can use your reaction reflect a bolt of lightning back at them.  If the target fails a dexterity saving throw it takes 1d8 lightning damage, or half of that on a success. The damage is upgraded to 2d8 at level 6, and 3d8 at level 10. This uses your spell save DC. You can use this an amount of time equal to your proficiency bonus. All uses are reset on a long rest. 

Gathering Winds

6th-level Circle of the Gathering Wind feature

Tailwind: Whenever you take the dash action a strong gust of wind follows you granting you and your allies within 30ft gain 15ft of movement until the start of your next turn. The winds may also aid you in travel.   

Tempest Dash: In addition, you may use your bonus action to gain 10ft of movement and do not provoke opportunity attacks until the start of your next turn. Once this bonus action is used it may not be done so again until the end of a short rest. 

While in your Form of the Storm you gain a flying speed equal to your walking speed.

 

 

Torrential Downpour

10th-level Circle of the Gathering Storm feature

While in your Form of the Storm heavy rains began to pour around you. You create a storm in a 10ft radius that is centered on you. This radius moves with you. The storm is considered difficult terrain for all enemies. Any enemy that starts their turn in the storm takes 1d8 cold damage. 

You also gain half-cover for enemies that are not within the radius of the storm. 

 

The Perfect Storm

14th-level Circle of the Gathering Storm feature

Your storm reaches its peak affecting you both in and out of your Form of the Storm and offering several upgrades. You are now [Tooltip Not Found] to lighting/thunder damage while not in your Form of the Storm, and [Tooltip Not Found] when you are in that form.

Your flying speed now becomes permanent, available both in and out of this form. Any movement speed bonuses offered by your Gathering Winds ability and your Tailwind ability now grant 30ft of movement instead of 15ft. 

Any enemy starting their turn in your storm created by the Torrential Downpour ability now also take an extra 1d8 of lighting damage.

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