Base Class: Druid
Druids of the Circle of the Sky can harness the power of the storm hurl enhanced bolts of Lighting to destroy their enemies. They are also know to augment this power with aerial attacks and thunderous defenses. They are in tuned with the power of the storm and are partially protected from its power. They usually dwell in high places like the mountains or towers. They are also know to have a kinship with the sea so a tower or mountain next to the sea would draw Druids of the Circle of the Sky. Sailors that respect the power of the Storm and the Sea may find Druids of the Circle of the Sky are willing to assist them if their journey is respectful of nature.
Flick Lightning
At 2nd Level you get the bonus Cantrip, Flick Lightning.
Wrath of the Storm
At 2nd level the Druid of the Storm gains resistance to Lightning and Thunder Damage. In addition when the Druid of the Storm inflicts spell damage they add their spell modifer to the total damage.
Circle of the Storm Spells
You gain access to additional prepared spells that are Druid spells for you. 2nd Level Feather Fall. 3rd Level Gust of Wind. 5th Level Fly & Lightning bolt. 7th Level Ice Storm & Storm Sphere. 9th Level Control Wind and Maelstorm.
Channel the Power of the Storm
At 6th Level The Druid of the Storm gains the ability to flawlessly predict the weather within 24 hours except for possible influence by divine or magical means. Further they can predict the weather out another 4 days with accuracy decreasing by 20% each day.
The Druid of the Storm also gains the ability to create a strong wind going in the direction they want for 12 hours a day. The Area of effect is a 100 yard radious around the Druid.The wind blows in the direction the Druid faces. The wind is not strong enough to do damage. but is strong enough to fill a ship's sails or blow away a fog or poison cloud. They can activate this wind an unlimited amount of times a day, but they can not maintain this wind for more than 12 hours a day and most have a long rest before they can do it again. They most face the given direction, concentrate the whole time, and may not spell cast during the time they are maintaining the effect. Likewise they will be completely mentally fatiued after doing this for 12 hours and will have the following negative effects until they get a long rest - Can not cast spells, Fail all abiltiy checks and saving throws related to Wisdom, Intellegence, and Charisma. After 6 hours of excertion maintaining this effect they will be at Disadvantage for all of these things where appropriate.
One with the Storm
At 10th Level your Elemental Affinity to the Storm increase to the Point of giving you full immunity to Lightning and Thunder damage.
Blessing of the Valkyrie
At 14th level you gain the ability to use your shape shifting ability to assume Valkyrie form from the old gods of the storm. When you do this transformation it uses one of your Shape Changing slots for the day. In Valkyrie form you have all the same abilities including spell casting as you do in your normal form, but you gain Valkyrie Wings and a fly speed of 60'. The wings can manifest through non-metal armor similar how Druids that shape change can incorporate armor into their new forms. The armor returns to its normal form when you shape change back. You do not gain a pool of additional Hit Points in this shape shift form. What Hit Points you loose in the form come directly off your regular hit point total. In all other ways the shape shifting transformation happens the same way as when you assume an animal form.
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