Druid
Base Class: Druid

Druids of this circle call upon the might of storms to assert their dominance over nature.

Storm Circle Spells

At 2nd Level, You learn the Gust and Shape Water cantrips, and they don't count towards the number of Druid cantrips you know. Additionally, your connection to storms grant you access to some spells when you reach certain levels in this class, as shown on the Circle of Storms Spells table below. 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.

Circle of Storms Spells
Druid Level Spells
2nd Armor of Agathys, Thunderwave
3rd Gust of Wind, Misty Step
5th Lightning Bolt, Wind Wall
7th Control Water, Storm Sphere
9th Cone of Cold, Control Winds

Additionally, when you cast a spell that deals damage using water, you can replace the spell's damage type with cold damage. When you cast a spell that deals damage using wind, you can replace the spell's damage type with cold or thunder damage.

Storm Shape

At 2nd Level, You can awaken a storm within yourself. As an Action, you can expend one use of your "Wild Shape" feature to transform into an elemental being called a Storm Shape. While assuming this form, you gain the following benefits:

  • When a spell you cast deals either cold, lightning or thunder damage, you can add your Wisdom modifier to one damage roll of that spell.
  • You can see and hear through heavy obscurity caused by weather, such as heavy rain, snow, wind, or fog.
  • You gain a flight speed and swimming speed, both equal to your movement speed. These additional movement speeds are doubled while you are outdoors. While you have these movement speeds, you can hover while airborne and can breathe normally while underwater.

Your Storm Shape manifests for 1 hour.

Command the Winds

At 2nd Level, Winds move at your command. As a Bonus Action on your turn, you can summon a blast of wind that travels from you to a creature, object, or point you can see within 60 ft. of you. If you target a creature or object, your target must make and succeed a Strength saving throw or else be either knocked prone or forcibly shoved up to 10 ft. in a direction of your choice. If the target is an unsecured object of size Medium or smaller, it is automatically shoved.

As this wind blast travels to your target, it extinguishes unprotected flames it moves through that are torch-sized or smaller. It also hedges out vapor, gas, and fog that can be dispersed by strong wind.

While assuming your "Storm Shape" form, your wind blasts are imbued with storm magic. If you so choose, a creature targeted by your wind blast is dealt an amount of cold, lightning or thunder damage (your choice) equal to 1d8 + your Wisdom modifier upon failing its Strength saving throw. It takes half as much damage on a success.

Torrential Downpour

At 6th Level, Your storm magic can rage furiously, bombarding those caught within it with debilitating force. Once during your turn, when you either use your "Command the Winds" feature while assuming your "Storm Shape" form or cast a spell that deals either cold, lightning or thunder damage, one target of your choice suffers one of the following additional effects depending on the damage type dealt to it by your wind blast or spell:

Freezing Chill. If your wind blast or spell deals cold damage, it releases a blast of frigid air as it strikes. Until the end of your next turn or until it takes damage, your chosen target becomes restrained, as its body is encased in a thin layer of frost.

Glaring Flash. If your wind blast or spell deals lightning damage, it releases a blinding flare as it strikes. Until the end of your next turn or until it takes damage, your chosen target becomes blinded, as its sight is impaired by the intense flash.

Thunderous Boom. If your wind blast or spell deals thunder damage, it releases a shreiking boom as it strikes. Until the end of your next turn or until it takes damage, your chosen target becomes deafened, drops any objects held in its hands, and cannot pick up objects by hand, as it attempts to cover its ears.

You can use this feature up to an amount of times per short or long rest equal to your Wisdom modifier.

Storm Conduit

At 10th Level, Your acclimation to the might of storms allows you to channel their volatile nature. You gain resistance against cold, lightning, and thunder damage. If you take either cold, lightning, or thunder damage, you can use a Reaction to forgo your resisitance and immunity against the damage for that instance. However, you gain an amount of temporary Hit Points equal to the damage dealt to you, which last until you finish a long rest. When you cast a spell that deals either cold, lightning, or thunder damage while having temporary Hit Points in this way, you can forgo the temporary Hit Points in order to maximize one damage roll of that spell.

You can use this feature up to an amount of times per long rest equal to your Wisdom modifier.

Heart of the Tempest

At 14th Level, The atmosphere around you can flood and overflow with storm magic when you harness the tempest that sleeps within your heart. As an Action, you can expend two uses of your "Wild Shape" feature, instead of one, to enter an amplified version of your "Storm Shape" form. When you assume the amplified form, a spherical aura with a radius of 60 ft. is centered around you for the form's duration, moving as you move. While the aura is present, you gain the following additional benefits:

  • Creatures of your choice within this aura gain a flight and swimming speed equal to your own until ending a turn outside the aura. While the chosen creatures have these movement speeds, they can hover while airborne and can breathe normally while underwater.
  • When you either use your "Command the Winds" feature or cast a spell that deals either cold, lightning or thunder damage, you can do so as though you are in an unoccupied space you can see within this aura.
  • When you use your "Command the Winds" feature and it damages a creature, you can expend a spell slot of any level in order to amplify the summoned wind blast. A wind blast amplified in this way deals an additional 3d8 damage. However, whenever a creature takes damage from a wind blast amplified in this way, you also take the same amount of damage. The damage dealt to you in this way ignores any resistance and immunity you have against cold, lightning, and thunder damage. 

You can use this feature once per long rest.

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