Druid
Base Class: Druid

The Circle of the Storm druids draw on elemental power of wind, rain, thunder and lightning. Guiding themselves and others to weather what life may throw at them.

Bonus Cantrip

Your connection to the elementals infuses you with the ability to cast certain spells. At 2nd level, you learn the Shocking Grasp cantrip.

Storm Form

At 2nd level, you gain the ability to harness the elemental power around you. As a bonus action, you can expend a use of your Wild Shape feature to take on a storm form, rather than transforming into a beast.
While in your storm form, you retain your game statistics. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your storm form, choose which of the following to focus your elemental connection; your choice gives you certain benefits while in the form:

Winds – You take control of the air around you. When you activate this form and as a bonus action on your subsequent turns while it lasts, you may force the winds around you to push  a creature or object within 30 feet up to 10 feet in any direction. Unwilling creatures can make a Strength saving throw to avoid this.

Lightning – Energy begins to spark around you. When you activate this form and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a bolt of energy that targets one creature within 30 feet of you. On a hit, the attack deals lightning damage equal to 1d6 + your Wisdom modifier.

Thunder – Your body begins to pulse with energy. When you activate this form your senses heighten, allowing you to gain Tremorsense out to 30ft.

Circle Spells

Your connection to the elementals infuses you with the ability to cast certain spells.

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

DRUID LEVEL

CIRCLE SPELLS

3rd

Shatter, Warding Wind

5th

Call Lightning, Wind Wall

7th

Control Water, Ice Storm

9th

Commune with Nature, Control Winds

Improved Storm Form

At 6th level, the powers of your Storm Form improve. Whilst in any form you gain resistance to lightning and thunder damage. Along with the following benefits in each form.

Wind - The control of the air around you improves, you gain a flying speed equal to your walking speed whilst in this form.

Lightning - Your bolts of energy become more volatile. When using your Storm form bonus action you may make another ranged spell attack to arc lightning onto a second target within 10 feet of the original.

Thunder - The energy around you becomes more intense. If you are damaged by a creature within 30 feet while in this form you can use your reaction to cause make a Dexterity saving throw. The creature takes 1d8 thunder damage on a failed saving throw, and half as much damage on a successful one.

 

Storm Ascension

At 10th level, the control over your Storm Form improve. The 1d6 of Lightning and 1d8 of Thunder become 2d6 and 2d8 respectively, and while Wind is active using your flying speed you may bring one additional willing creature within 10 feet with you.

Moreover, at the start of each of your turns while in your Storm Form, you can change your elemental focus.

Storm Superiority

At 14th level, you gain mastery over the elements themselves. Whilst in your Storm Form, When you roll lightning or thunder damage, you can use choose to deal maximum damage, instead of rolling.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

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