Druid
Base Class: Druid

Circle of the Storm druids believe in the raw power of storms.  From tornados and typhoons, crashing waves and lightning, to floods and hail, these druids bring destruction from above.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the shocking grasp spell. You can cast this spell at a range of 30 feet, and can hit two creatures with it if they are both within 5 feet of each other, using the same attack roll for both targets.

Stormshifter

At 2nd level, you gain the ability to enrobe yourself in bolstering elemental energy. As a Bonus Action, you can expend a use of your Wild Shape feature to enter a Storm Shift rather than transforming into a beast.

While Storm Shifted, you retain your game statistics, but your body thrums with power; frost builds at your fingertips, dark clouds encircle your head, and sparks of lightning dance up and down your entire body. While this feature is active, you gain temporary hit points equal to three times your Druid level, add your Wisdom modifier to your Lightning, Thunder, or Cold damage rolls, and the roaring winds around your feet grant immunity to fall damage.

The form lasts for up to one hour and ends early if you dismiss it, use another Wild Shape, or become incapacitated. 

Circle Spells

Your mystical connection to storms infuse you with the ability to cast certain spells. 

Once you gain access to 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 Storms Spells
Druid Level Spells
1st thunderwave, fog cloud, gust
3rd gust of wind, shatter
5th lightning bolt, sleet storm
7th control water, storm sphere
9th cone of cold, control winds

Storm Surge

Starting at 6th level, you can quickly draw energy from the atmosphere to strike nearby enemies. You can use your Bonus Action to force a creature within 60ft of you to make a Dexterity saving throw against your spell save DC. A creature that fails takes a number of d8s equal to your Proficiency Bonus in Lightning, Thunder, or Cold damage, taking half damage on a success.

You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses after a Long Rest.

Empowered Shift

Starting at 10th level, your Storm Shift creates an even more powerful embodiment of the wrath of the sky and sea. All Lightning, Thunder, or Cold damage you deal while Storm Shifted ignores Resistance and treats Immunity as Resistance.

Additionally, while transformed, you gain a Flying Speed equal to your Movement Speed and are considered hovering, ignoring surfaces and the effects of Difficult Terrain.

Reap the Whirlwind

When you reach 14th level, you gain resistance to your choice of either Lightning, Thunder, or Cold damage. Over the course of a Short or Long Rest, you can change the type resisted to another offered on the list. 

Additionally, when you would roll a 1 or a 2 on a damage die when casting a spell or using an ability which deals lightning, thunder, or cold damage, you may reroll that value and must take the new number, even if it is also a 1 or a 2.

Cold

You have resistance to Cold damage.

Lightning

You have resistance to Lightning damage.

Thunder

You have resistance to Thunder damage.

Previous Versions

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Circle Of Storms Image

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