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
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/16/2023 8:47:13 AM
|
23
|
0
|
--
|
Coming Soon
|
|
|
12/28/2023 2:39:27 AM
|
31
|
0
|
--
|
Coming Soon
|
|
|
1/31/2024 8:20:07 AM
|
31
|
2
|
--
|
Coming Soon
|
Comments