Druid
Base Class: Druid

Druids of the Sky bond with the wind through extensive meditation and soul-searching. From this bond, they can manipulate the wind and fair as if it were part of their body, and masters of this circle can do so subconsciously.

Circle Spells

When you join this circle at 2nd level, you become one with the wind. Your newfound bond with the wind grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Sky 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 Spells
2nd Fog Cloud, Shield
3rd Blur, Gust of Wind
5th Fly, Wind Wall
7th Arcane Eye, Freedom of Movement
9th Conjure Elemental, Hold Monster

Wind Weaver

At 3rd level, your bond with the clouds lets you see and move through clouds and fog with ease. You can see through lightly and heavily obscured areas caused by clouds, fog, and mist. You are also unaffected by difficult terrain caused by wind and storms.

You can also use this control over the wind to help your allies. When you cast a spell that manipulates or creates wind or clouds, you and a number of creatures of your choice equal to your proficiency bonus can see through lightly or heavily obscured areas created by the spell, automatically succeed on the saving throw of the spell, and will take no damage and suffer no adverse effects on a success (Examples include Fog Cloud, Gust of Wind, Warding Wind, and Cloudkill).

Shielding Clouds

At 6th level, you learn how to create clouds to shield your allies. As a bonus action, you can expend a charge of your Wild Shape, and choose a number of creatures equal to your proficiency bonus that you can see in a 30 foot radius centered on you. All chosen creatures recieve a +1 to their armor class for one minute as magical clouds surround and protect them. A strong wind can disperse these clouds, but they will return at the end of a chosen creature's turn. The armor class granted by the cloud increases to +2 at 12th level.

Volatile Clouds

At 10th level, your clouds become volatile with lightning, striking foes who dare enter their paths. When a creature starts its turn in or enters the area of a cloud or wind spell cast by you for the first time on its turn, or the first time in a round that a creature attacks a creature under the effects of your Shielding Clouds ability (and the clouds are not currently dispersed) within 5 feet of the shielded creature, the attacking creature takes 1d6 lightning damage.

Repelling Typhoon

When you reach 14th level, the wind rushes to your defense in matters of life and death, When you are incapacitated, paralyzed, stunned, or knocked unconscious, you can choose to activate this ability as a reaction. When activated, a continuous, strong gust of wind emanates from you in all directions in a 20 foot radius centered on you. At the start of their turn, hostile creatures within this emanation must succeed on a Strength saving throw, the DC of which is your spell save DC, or be pushed back 10 feet. While this emanation is active, it counts as difficult terrain for all hostile creatures, all attack rolls against you have disadvantage, you don't automatically fail any saving throws as a result of your condition, instead rolling with disadvantage when you would have ordinarily failed.

The gusts end when your condition ends. Once used, this ability cannot be used again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/29/2026 12:47:20 AM
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