Druid
Base Class: Druid

A circle of druids devoted to nature's fury. As they believe that natural disasters are apart of the great cycle. What is lay wasted will soon birth new life; Wildfires, Floods, Winds, & Tremors are all essential to nature's great majesty. 

Bonus Cantrip:

When you choose this circle at 2nd level, you learn an additional Druid cantrip.

Nature's Warning

Starting at 2nd level, you can use your reaction to gain advantage on Dexterity saving throws versus attacks and spells. As well as on dexterity saving throws involving natural environmental hazards, such as rockslides, ice, rushing rivers, Ect. You can use this feature a number of times equal to your Proficiency Bonus and recover all spent uses when you finish a Long Rest.  

Circle Spells:

Your connection to Nature's Fury infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, & 9th level.

Once you gain access to a circle spell, 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

3rd

gust of wind, create or destroy water

5th

sleet storm, call lightning

7th

control water, ice storm

9th

insect plague, cloudkill 

 
 

Eye of the Storm

Starting at 6th level, you and any ally creature within 5ft of you automatically succeed on any dexterity saving throw made for one of your spells, and do not take any damage from them.

Secondly, you can spend one of your Hit Die when you deal damage with one of your conjuration spells. Adding the Hit Die roll to the damage.

Nature's Fury

When you reach 10th level, the amount of Hit Die you can spend when rolling damage for one of your Conjuration spells is now 2. Rolling both Hit Die and adding them to that damage.

Ally creatures within 10ft of you now automatically succeed on an Dexterity saving throws versus one of your spells while not taking any damage from them as well.

Finally you can cast one of your Conjuration spells at its highest level without spending any spell slots. Once casted you may not cast a spell using this feature again until you finish a long rest. 

Nature’s Cycle

When you reach 14th level,  ally creatures within 30ft of you now automatically succeed their Dexterity saving throws versus your spells while not taking any damage from them.

Secondly the amount of Hit Die you can spend when rolling damage for one of your Conjuration spells is now 3, rolling them and adding them to the total damage. 

Finally, when one of your Conjuration spells duration ends, as a reaction you can roll all the spent Hit dice spent for that spell then take that pool of hit points and distribute it to yourself and any allies within 30ft of you to recover Hit Points.

Previous Versions

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