Druid
Base Class: Druid

Druids of the Circle of the Sky feel a connection to the winds and storms. They value freedom above all things and abhor constrictions or cages. Some travel from place to place, living a nomadic life, while some live in towering villages amongst the highest mountains. Sometimes you can find these druids chasing hurricanes or twisters, just to reach the eye, where they can feel truly attuned to the breath of the world.

Druids of the Circle of the Sky have often found themselves enemies of the law, breaking down farm fences to release the animals or, in extreme circumstances, orchestrating jail breaks just to satisfy their dogma. Most, however, satisfy the philosophy by seeking out those unjustly imprisoned and meting out justice to their captors.

Level 3: Zephyr Form

While wearing no armor, as a Bonus Action, you can expend a use of your Wild Shape feature to take on a zephyr form rather than shape-shifting.

While in your zephyr form, you retain your game statistics and shape, but your body becomes a controlled storm of wind and thunder, with visible lightning crackling through your nervous system. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.

While in your zephyr form, you gain the following benefits:

Breeze Walker. Your movement increases by 10ft and you are unhindered by difficult terrain.

Untouchable Storm. Your AC becomes 10 plus your DEX modifier plus your WIS modifier. You can still gain the benefit of a shield while in your zephyr form. 

Gusting Blow. If you move at least 15ft straight towards a target and hit them with a melee attack, you can force them to make a STR saving throw. The saving throw DC equals your spellcasting DC. On a failed save, the target is pushed 10ft away in the same direction you were moving.

Level 6: One with the Wind

Your connection to the breath of the world has deepened, granting you the following features.

  • While in your Zephyr Form, when you move you can do 2d4 Thunder damage to creatures, structures or objects that are not being held or worn within 5ft of your path. A creature, Structure or Object cannot take damage from this feature more than once per turn. The damage dice increase from 2d4 to 2d6 at level 10, and 2d8 at level 14.
  • You can speak to other creatures up to 1 mile away (provided you know their general location) and hear creatures up to 1 mile away. You have advantage on perception checks reliant on hearing and the range of your Message spell increases to 1 mile. 

Level 10: Striding Storm

Your connection to the wind and sky has grown. While in your Zephyr Form you gain the following abilities.

Breeze Runner. You gain a flight speed equal to your movement speed and can hover.

Untouchable Typhoon. You gain resistance to bludgeoning damage and slashing damage, and ranged attacks against you are made with disadvantage.

Level 14: Wracking Breath

As a magic action, you can pull the breath from a creature you can see within 30ft of you. That creature must succeed a CON saving throw or be stunned until the end of their next turn and take 3d10 force damage. On a successful save, they take half damage and are not stunned.

Additionally, as a bonus action, you can fling that breath at another creature within 15ft of you or the the target of your Wracking Breath. That creature must succeed a STR saving throw or be knocked prone.

The DC for these saving throws is your spell DC. You cannot pull the breath from a creature that does not breath air. You can use Wracking Breath a number of times equal to your proficiency bonus.

Level 3: Circle of the Sky Spells

When you reach a Druid level specified in the Circle of the Sky Spells table, you thereafter always have the listed spell 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 the Sky Spells

Druid Level Spells
3rd message, shocking grasp, thunderwave, gust of wind, shatter
5th fly, wind wall
7th conjure minor elementals, freedom of movement 
9th commune with nature, conjure elemental

Comments

Posts Quoted:
Reply
Clear All Quotes