Druid
Base Class: Druid

(This is copied from Torrents of the Spellhoarder by Elderbrain and updated to 2024 rules)

Druids of the Circle of the Five Winds consider the element of air superior to all other forces of nature. Their devotion is deeply rooted in both material and philosophical principles related to this element, which they consider sacred. The five winds represent the different strengths of air movement, corresponding to a different aspect and dogma of this elemental power.

Circle Spells

3rd-level Circle of the Five Winds feature

Starting at 3rd level, you gain access to the shocking grasp cantrip. Also starting at 3rd level, you gain the following circle spells, which are always prepared and don't count towards the number of spells you can prepare each day.

Circle of the Five Winds Spells
Druid Level Spells
3rd feather fall, thunderwave, gust of wind, levitate
5th call lightning, wind wall
7th conjure minor elementals, ice storm
9th conjure elemental, commune with nature

Fog Vision

3rd-level Circle of the Five Winds feature

Starting at 3rd level, your eyes can penetrate fog and clouds. You can see normally in lightly obscured areas covered by magical or nonmagical fog, vapor, or clouds to a distance of 120 feet. At 6th level, you become able to see normally in heavily obscured areas covered by magical or nonmagical fog, vapor, or clouds to a distance of 120 feet.

Gale Guard

3rd-level Circle of the Five Winds feature

Starting at 3rd level, you can’t be moved by strong winds. You become immune to wind effects that would render you prone, pick you up, change your speed, or move you against your will.

Swift Winds

6th-level Circle of the Five Winds feature

Starting at 6th level, you can instantly create forceful blasts of wind. You can use your reaction to cast the gust of wind or the wind wall spells.

Charged Thunder

10th-level Circle of the Five Winds feature

Starting at 10th level, the lightning and thunder you create are more destructive.
When you roll lightning or thunder damage for a spell you cast, you can reroll any roll of 1 or 2 on the lightning or thunder damage die, but you must use the new roll.

Whirlwind Form

14th-level Circle of the Five Winds feature

Starting at 14th level, you can turn into a whirling tornado just like an air elemental.
You can use 2 uses of your Wild Shape to turn into a whirlwind for 1 minute that has a radius of 30 feet and a flying speed of 60 feet.

Any creature that starts its turn within the whirlwind or enters it for the first time on a turn must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 3d10 bludgeoning damage and is flung up 20 feet away from you in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your spell save DC or take the same damage and be knocked prone. On a successful save, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Instead of flinging the target creature, you can choose to grapple and carry it with your fly speed. Creatures carried this way become grappled and must make a new Strength saving throw at the end of their turn. On a failed save, the target remains grappled and takes 3d10 bludgeoning damage. If the saving throw is successful, the target takes half the bludgeoning damage and it isn't grappled.

Previous Versions

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11/12/2024 6:21:47 PM
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