As followers of the Circle of Seasons, these druids are attuned to the ever-evolving natural rhythms that surround us. Their unparalleled insight allows them to witness the seamless flow between the four seasons, understanding that it reflects the deep profound representation of life and death’s swaying equilibrium.
Their powerful advocacy for the balance of nature is rooted in this belief, making them a force to be reckoned with among the druidic community.
Seasonal Attunement
At 2nd level, you gain the ability to attune to a season once per long rest. As an action, you attune to a specific season of your choice: Spring, Summer, Fall, or Winter. As a bonus action, you can expend a use of your Wild Shape feature to re-attune. Your attunement can only be to one season at a time. Your attunement ends at the end of your next long rest, if you fall unconscious, if you drop to 0 hit points, or die.
Storm Guide
At 2nd level, as a bonus action, you can navigate through even the harshest of weather conditions. You gain advantage on Wisdom (Survival) checks made to navigate or track in storms, strong winds, or other extreme weather, for a duration of 10 minutes. Additionally, you and your allies within 30 feet of you gain resistance to cold or lightning damage (your choice) while you are not incapacitated.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Circle Spells
At 2nd level, you gain a season-aligned cantrip that doesn’t count against your known druid cantrips. Additionally, at 3rd, 5th, and 7th level, you gain access to season-specific spells that are always prepared and don’t count against your prepared spells. Even if these spells aren’t on the druid spell list, they count as druid spells for you.
Seasonal Aegis
Starting at 6th level, as a reaction when you or a creature within 30 feet of you is hit by an attack that is not a critical hit, you can use your attunement to absorb the blow. The creature takes no damage from the attack, and instead, the damage is absorbed by a shield of swirling wind, rain, or snow that surrounds the creature for a moment and then dissipates.
You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Spring (all spells under free content)
Druid Level
Circle Spell
Cantrip
Dancing Lights
3
Misty Step, Spike Growth
5
Plant Growth, Gust of Wind
7
Call Lightning, Speak with Plants
9
Awaken, Mass Cure Wounds
Summer
Druid Level
Circle Spell
Cantrip
Produce Flame
3
Burning Hands, Fog Cloud
5
Aganazzar’s Scorcher, Tidal Wave
7
Wall of Fire, Watery Sphere
9
Maelstrom, Conjure Elemental
Fall
Druid Level
Circle Spell
Cantrip
Gust
3
Gust of Wind, Ray of Enfeeblement
5
Protection from Energies, Vampiric Touch
7
Blight, Stone Shape
9
Insect Plague, Contagion
Winter
Druid Level
Circle Spell
Cantrip
Frostbite
3
Fog Cloud, Ice Knife
5
Snilloc’s Snowball Swarm, Sleet Storm
7
Ice Storm, Resilient Sphere
9
Cone of Cold, Conjure Elemental
Weather Weave
At 10th level, as an action, you can manipulate exterior weather conditions or effects (choose one, not both), within 1 mile of you, for 1 hour. This ability can increase or decrease your choice by 1 level. The initial weather conditions are determined by the DM based on the prevailing climate and season.
The effect lasts for 1 hour. It takes 1d4 × 10 minutes for the new conditions to take effect. You cannot change the conditions until the new one takes effect. When the spell ends, the weather gradually returns to normal. This feature can be used a number of times equal to your Wisdom modifier (minimum 1), and you regain all uses after a long rest.
Stormcaller’s Form
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a Storm Elemental or an elemental attuned to your season; Spring- Bloomfire, Summer- Solar, Autumn- Blackflame, Winter- Frostfire.
Tempest Conduit
At 14th level, you can call forth a powerful storm that rages for several rounds, reshaping the battlefield and unleashing elemental chaos. As an action, you can cause a maelstrom to form in a 60-foot radius centered on yourself. This maelstrom lasts for 1 minute or until you dismiss it as a bonus action. As the storm intensifies with each passing round, its effects grow increasingly potent:
Round 0/Casting Turn: The area is heavily obscured by rain, fog, and swirling debris, granting disadvantage on Wisdom (Perception) checks and ranged attack rolls.
Round 1: The wind is so strong that flying creatures are pushed back 10 feet at the start of their turn or take 2d10 bludgeoning damage if they fail a Strength saving throw.
Round 2: From the roiling storm clouds above, bolts of lightning crackle and descend, striking at your command. Twice per round, on initiative counts 10 and 20, you direct a lightning strike to a point of your choosing within the maelstrom, unleashing a thunderous blast that deals 4d10 lightning damage to any creature within a 30-foot radius.
Round 3: The ground beneath the maelstrom transforms into a treacherous landscape of thick mud or slippery surfaces. It becomes difficult terrain. Whenever a creature attempts to move within the maelstrom, they must make a DC 10 Dexterity (Acrobatics) check with disadvantage due to the mud and slippery surfaces. Failure results in falling prone.
Once you use this feature, you can’t use it again until you finish a long rest.
I'm a bit confused... what's the benefit of Seasonal Attunement? The only thing it seems to do is allow you to access the rest of your subclass features... I think? I'd just remove that feature... it doesn't seem to actually do anything, and mostly just seems like a weird way to waste your Wildshape uses.
It wildshapes you into a season, the intent is that you dont have a constant connection to nature.
If that's the case, then you need to make the other class features activated by this way, way better. Right now, it just forces you to use your Wildshape to get access to features that every other Druid subclasses just gets for free. I think if you are going to keep this concept, instead of requiring you use your limited Wildshape uses just to access spells, you should by default always have one of them active, and give the option to spend a Wildshape to change to a different season. That way it's always on, and the real power becomes the option to shift your spell list.
I'm a bit confused... what's the benefit of Seasonal Attunement? The only thing it seems to do is allow you to access the rest of your subclass features... I think?
They are activated by this way, as the druid can either keep their wildshape features, or attune to season and unlock their season attunement features. Can you clarify your suggestion?
Okay, so the problem with this concept is that every single Druid Subclass gets access to Circle Spells that are always prepared. This Subclass, however, can only access their Circle Spells after spending a bonus action and a Wildshape use to access them. The spells aren't better than the Circle Spells other classes get access to, and you get no further benefit from gaining access to them in this way other than the versatility to change your season... not until 14th level, when you can cast one 6the level spell without spending a spell slot.
I think you should instead look at the Lunar Sorcerer for inspiration. Similarly, the subclass gives you themed spell lists and also gives the option to switch between those spell lists on a Long Rest, and also gives one free cast of a first level spell on those themed spell lists. A Sorcerer could choose to just stay with one spell list from level 1 to 20, but they always have the option to switch if a situation calls for it. If you're going to give players the ability to change spell lists, they should still always have one selection of Circle Spells always active.
At 2nd level, you gain the ability to harness constellations' power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
Twinkling Constellations
At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.
Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.
Full of Stars
At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
Season druid use is to not focus on wildshape, but attunement, in the same way a Star druid works around its starry form. The intended downside to this, is at lower levels, the attunement doesn't last long.
I hope that explains the concept, I wasn't building this following a strict guideline that it needs to mirror another circle, though the closest one would be Star druid. I appreciate your input though.
Would adjusting it to something like this be in the context you are discussing:
While attuned to a season, you have these benefits:
You know the (season specific) cantrip.
You have the (season specific) spells prepared. *insert list 3,5,7,9 list here* They count as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
You can cast these spells without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The thing about the Circle of the Stars is that the benefits of Starry Form are quite good. A bonus action attack, a rather strong healing feature, or basically guaranteeing concentration in most situations is a much better benefit than just having access to a few spells. And then when not wildshaped they still get two prominent lower-level features - I don't think it's a coincidence that these are given early when WS doesn't last long.
The seasons do provide flexibility, which is nice and fits the theme well. But I agree that maybe attunement should be set at a long rest or something and then wild shape greatly strengthens that attunement (with the option to switch at that time). That way you could have some basic always-on features and also some features that only work when they are fully resonating with the season or whatever. It also gives them a chance to roleplay their attunement outside of combat or during downtime without having to spend a resource that they may want to save for later, which I think is an important consideration.
Also, for Weatherweave I would word it that you exclude the spaces of creatures of your choice rather than just the creatures themselves. This better fits how area targeting works and is clear that persistent effects don't exist in those squares after you have cast.
Starting at 6th level, you can use your reaction to interpose between an attacking enemy and yourself or an ally within 30 feet. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Your attunement influences how this manifests. The enemy must make a Dexterity saving throw or become restrained until they break free with a successful Strength check (DC equal to your Spell Save DC). This lasts for 1 minute or until it is destroyed or removed.
Notes:
- The name of this is unintuitive,
- you also need to specify how "it" can be destroyed or removed, does it have AC? hit points? Does it require an action to remove it? can the victim remove it or does it have to be another creature?
- Do I need to see the attacker?
Controlled Cataclysm
At 10th level, when you cast spells that have an area effect, you can exclude any space of creatures of your choice from that area, as if they don’t exist.
Notes:
- This one is broken because of lots of weird interactions. e.g. I could make a wall of stone completely around an enemy and my party can walk through the wall to attack them and them back out again. It means Fog Cloud gives auto-advantage to all attacks by your party and Disadvantage to enemies which is way too powerful for a 1st level spell.
A boon is a a timely benefit, something extremely useful, helpful, or beneficial; a blessing. Essentially it would saying this reaction is a season blessing, I made some edits, thanks for your consideration. (edits are made on the original top post
Made updates, considering the following due to popular feedback:
Weather Weaver: (Update, replace control weather with this)
You gain the ability to manipulate weather patterns on a large scale. As a bonus action, you can choose a weather effect to create or enhance within a 1 mile radius of you. Examples include a severe storm, a blizzard, a heat wave, a dry spell, or a clear sky. The effect lasts for 1 hour or until you use this feature again. You can also end an existing weather effect with a bonus action. This feature can be used a number of times equal to your Wisdom modifier (minimum 1), and you regain all uses after a long rest.
Replacing Controlled Cataclysm is Stormcallers Form:
You gain the ability to transform into a storm elemental. As an action, you can expend a use of your Wild Shape feature to transform into a Huge creature resembling a swirling cloud with crackling lightning and gusting winds. While in this form, you have the following traits:
- You gain resistance to damage from bludgeoning, piercing, and slashing attacks, as well as from lightning and thunder damage.
- You gain a fly speed of 60 feet.
- Any creature that starts its turn within 10 feet of you takes 2d6 lightning damage due to electrical discharge.
- As an action, you can emit a blast of wind in a 30-foot cone that pushes creatures back 20 feet and deals 2d6 bludgeoning damage. Creatures must make a Strength saving throw to resist the push and take half damage on a success.
You can end the form early as a bonus action, causing you to revert to your normal form. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
Once you use this feature, you can't use it again until you finish a long rest.
Also considered for this form:
- You can't cast spells, speak, or take any action that requires hands or breath while in this form, unless the DM allows it.
- You have immunity to the blinded, deafened, and frightened conditions.
- Your stats change as follows:
- Your hit points become equal to your druid level multiplied by 6. - Your Strength, Dexterity, and Constitution scores increase by 4, but your Intelligence, Wisdom, and Charisma scores decrease by 4.
Rebuilt Tempest Conduit:
You can call forth a powerful storm that rages for several rounds, reshaping the battlefield and unleashing elemental chaos. As an action, you can spend a use of your Wild Shape feature to cause a maelstrom to form in a 60-foot radius centered on yourself. This maelstrom lasts for 1 minute or until you dismiss it as a bonus action. While the maelstrom is active, the following effects apply:
- The area is heavily obscured by rain, fog, and swirling debris, granting disadvantage on Wisdom (Perception) checks and ranged attack rolls.
- The wind is so strong that flying creatures are pushed back 10 feet at the start of their turn or take 2d10 bludgeoning damage if they fail a Strength saving throw.
- Lightning cracks down from the sky at random intervals, dealing 4d10 lightning damage to any creature within a 30-foot radius of a point you choose within the maelstrom. The lightning strikes twice per round, on initiative count 10 and 20.
- Water accumulates in deep pools and rushing currents, turning the area into difficult terrain and forcing creatures to make a Strength (Athletics) or Dexterity (Acrobatics) check to move without falling prone or being swept away.
Once you use this feature, you can't use it again until you finish a long rest.
Here are some common abilities I consider when making a wild shape form as an elemental:
1. Resistance or immunity to certain types of damage: Elementals are often resistant or immune to specific types of damage based on their element. For example, a fire elemental might have resistance or immunity to fire damage.
2. Natural weapons: Elementals can have natural weapons such as slam attacks, which deal bludgeoning damage. The damage dice for these attacks is usually based on the size of the elemental.
3. Movement abilities: Many elementals have special movement abilities that allow them to traverse different types of terrain. For example, air elementals might have a fly speed, while earth elementals might have a burrow speed.
4. Special attacks: Some elementals have special attacks that allow them to control or manipulate elements. For example, a water elemental might be able to engulf a creature and restrict their movement.
5. Resistance to exhaustion and poison: Elementals are often immune or resistant to exhaustion and poison.
6. Size: The size of an elemental can affect its abilities and damage output.
7. Elemental traits: Consider specific elemental traits such as the ability to extinguish flames, create whirlwinds, or absorb water
While in this form, you gain the following features based on your Druid level:
2nd Level: You gain resistance to lightning damage.
4th Level: The range of your lightning discharge increases to 15 feet.
6th Level: The damage of your lightning discharge increases to 3d6.
8th Level: You gain resistance to thunder damage.
10th Level: The range of your Wind Blast increases to 40 feet.
12th Level: The damage of your Wind Blast increases to 3d10.
14th Level: You gain immunity to lightning damage.
16th Level: The range of your lightning discharge increases to 20 feet, and the damage increases to 4d6.
18th Level: The range of your Wind Blast increases to 60 feet, and the damage increases to 4d10.
20th Level: You can use your Wind Blast ability as a bonus action, and the damage increases to 5d10. Additionally, you gain a flying speed of 60 feet, and resistance to damage from lightning and thunder damage. When you take the attack action in this form, you can make a melee spell attack to deal lightning damage equal to 1d8+ your Wisdom modifier, in addition to the other effects of the form.
While in this form, you gain the following features based on your Druid level:
2nd Level: You gain resistance to lightning damage.
4th Level: The range of your lightning discharge increases to 15 feet.
6th Level: The damage of your lightning discharge increases to 3d6.
8th Level: You gain resistance to thunder damage.
10th Level: The range of your Wind Blast increases to 40 feet.
12th Level: The damage of your Wind Blast increases to 3d10.
14th Level: You gain immunity to lightning damage.
16th Level: The range of your lightning discharge increases to 20 feet, and the damage increases to 4d6.
18th Level: The range of your Wind Blast increases to 60 feet, and the damage increases to 4d10.
20th Level: You can use your Wind Blast ability as a bonus action, and the damage increases to 5d10. Additionally, you gain a flying speed of 60 feet, and resistance to damage from lightning and thunder damage. When you take the attack action in this form, you can make a melee spell attack to deal lightning damage equal to 1d8+ your Wisdom modifier, in addition to the other effects of the form.
WHAT you mean for that transformation to be available at level 2!?!?!?!?! I was debating whether it was OP for level 14 or not.......
Circle of Seasons
As followers of the Circle of Seasons, these druids are attuned to the ever-evolving natural rhythms that surround us. Their unparalleled insight allows them to witness the seamless flow between the four seasons, understanding that it reflects the deep profound representation of life and death’s swaying equilibrium.
Their powerful advocacy for the balance of nature is rooted in this belief, making them a force to be reckoned with among the druidic community.
Seasonal Attunement
At 2nd level, you gain the ability to attune to a season once per long rest. As an action, you attune to a specific season of your choice: Spring, Summer, Fall, or Winter. As a bonus action, you can expend a use of your Wild Shape feature to re-attune. Your attunement can only be to one season at a time. Your attunement ends at the end of your next long rest, if you fall unconscious, if you drop to 0 hit points, or die.
Storm Guide
At 2nd level, as a bonus action, you can navigate through even the harshest of weather conditions. You gain advantage on Wisdom (Survival) checks made to navigate or track in storms, strong winds, or other extreme weather, for a duration of 10 minutes. Additionally, you and your allies within 30 feet of you gain resistance to cold or lightning damage (your choice) while you are not incapacitated.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Circle Spells
At 2nd level, you gain a season-aligned cantrip that doesn’t count against your known druid cantrips. Additionally, at 3rd, 5th, and 7th level, you gain access to season-specific spells that are always prepared and don’t count against your prepared spells. Even if these spells aren’t on the druid spell list, they count as druid spells for you.
Seasonal Aegis
Starting at 6th level, as a reaction when you or a creature within 30 feet of you is hit by an attack that is not a critical hit, you can use your attunement to absorb the blow. The creature takes no damage from the attack, and instead, the damage is absorbed by a shield of swirling wind, rain, or snow that surrounds the creature for a moment and then dissipates.
You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Spring (all spells under free content)
Summer
Fall
Winter
Weather Weave
At 10th level, as an action, you can manipulate exterior weather conditions or effects (choose one, not both), within 1 mile of you, for 1 hour. This ability can increase or decrease your choice by 1 level. The initial weather conditions are determined by the DM based on the prevailing climate and season.
The effect lasts for 1 hour. It takes 1d4 × 10 minutes for the new conditions to take effect. You cannot change the conditions until the new one takes effect. When the spell ends, the weather gradually returns to normal. This feature can be used a number of times equal to your Wisdom modifier (minimum 1), and you regain all uses after a long rest.
Stormcaller’s Form
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a Storm Elemental or an elemental attuned to your season; Spring- Bloomfire, Summer- Solar, Autumn- Blackflame, Winter- Frostfire.
Tempest Conduit
At 14th level, you can call forth a powerful storm that rages for several rounds, reshaping the battlefield and unleashing elemental chaos. As an action, you can cause a maelstrom to form in a 60-foot radius centered on yourself. This maelstrom lasts for 1 minute or until you dismiss it as a bonus action. As the storm intensifies with each passing round, its effects grow increasingly potent:
Once you use this feature, you can’t use it again until you finish a long rest.
I'm a bit confused... what's the benefit of Seasonal Attunement? The only thing it seems to do is allow you to access the rest of your subclass features... I think? I'd just remove that feature... it doesn't seem to actually do anything, and mostly just seems like a weird way to waste your Wildshape uses.
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It wildshapes you into a season, the intent is that you dont have a constant connection to nature.
If that's the case, then you need to make the other class features activated by this way, way better. Right now, it just forces you to use your Wildshape to get access to features that every other Druid subclasses just gets for free. I think if you are going to keep this concept, instead of requiring you use your limited Wildshape uses just to access spells, you should by default always have one of them active, and give the option to spend a Wildshape to change to a different season. That way it's always on, and the real power becomes the option to shift your spell list.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
They are activated by this way, as the druid can either keep their wildshape features, or attune to season and unlock their season attunement features. Can you clarify your suggestion?
Okay, so the problem with this concept is that every single Druid Subclass gets access to Circle Spells that are always prepared. This Subclass, however, can only access their Circle Spells after spending a bonus action and a Wildshape use to access them. The spells aren't better than the Circle Spells other classes get access to, and you get no further benefit from gaining access to them in this way other than the versatility to change your season... not until 14th level, when you can cast one 6the level spell without spending a spell slot.
I think you should instead look at the Lunar Sorcerer for inspiration. Similarly, the subclass gives you themed spell lists and also gives the option to switch between those spell lists on a Long Rest, and also gives one free cast of a first level spell on those themed spell lists. A Sorcerer could choose to just stay with one spell list from level 1 to 20, but they always have the option to switch if a situation calls for it. If you're going to give players the ability to change spell lists, they should still always have one selection of Circle Spells always active.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
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This subclass also has feats that are focused, directly building or revolving around the core base feature.
Edit: this is an official druid subclass, i just dont have the books for it.
Circle of Stars -
Starry Form -
At 2nd level, you gain the ability to harness constellations' power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
Twinkling Constellations
At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.
Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.
Full of Stars
At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
Season druid use is to not focus on wildshape, but attunement, in the same way a Star druid works around its starry form. The intended downside to this, is at lower levels, the attunement doesn't last long.
I hope that explains the concept, I wasn't building this following a strict guideline that it needs to mirror another circle, though the closest one would be Star druid. I appreciate your input though.
Would adjusting it to something like this be in the context you are discussing:
While attuned to a season, you have these benefits:
The thing about the Circle of the Stars is that the benefits of Starry Form are quite good. A bonus action attack, a rather strong healing feature, or basically guaranteeing concentration in most situations is a much better benefit than just having access to a few spells. And then when not wildshaped they still get two prominent lower-level features - I don't think it's a coincidence that these are given early when WS doesn't last long.
The seasons do provide flexibility, which is nice and fits the theme well. But I agree that maybe attunement should be set at a long rest or something and then wild shape greatly strengthens that attunement (with the option to switch at that time). That way you could have some basic always-on features and also some features that only work when they are fully resonating with the season or whatever. It also gives them a chance to roleplay their attunement outside of combat or during downtime without having to spend a resource that they may want to save for later, which I think is an important consideration.
Also, for Weatherweave I would word it that you exclude the spaces of creatures of your choice rather than just the creatures themselves. This better fits how area targeting works and is clear that persistent effects don't exist in those squares after you have cast.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thanks, I made edits in the top post, so im not making ghost revisions. Thanks for your help, and to TransmorpherDDS as well.
Notes:
- The name of this is unintuitive,
- you also need to specify how "it" can be destroyed or removed, does it have AC? hit points? Does it require an action to remove it? can the victim remove it or does it have to be another creature?
- Do I need to see the attacker?
Notes:
- This one is broken because of lots of weird interactions. e.g. I could make a wall of stone completely around an enemy and my party can walk through the wall to attack them and them back out again. It means Fog Cloud gives auto-advantage to all attacks by your party and Disadvantage to enemies which is way too powerful for a 1st level spell.
- The name of this is unintuitive,
A boon is a a timely benefit, something extremely useful, helpful, or beneficial; a blessing. Essentially it would saying this reaction is a season blessing, I made some edits, thanks for your consideration. (edits are made on the original top post
Made updates, considering the following due to popular feedback:
Weather Weaver: (Update, replace control weather with this)
You gain the ability to manipulate weather patterns on a large scale. As a bonus action, you can choose a weather effect to create or enhance within a 1 mile radius of you. Examples include a severe storm, a blizzard, a heat wave, a dry spell, or a clear sky. The effect lasts for 1 hour or until you use this feature again. You can also end an existing weather effect with a bonus action. This feature can be used a number of times equal to your Wisdom modifier (minimum 1), and you regain all uses after a long rest.
Replacing Controlled Cataclysm is Stormcallers Form:
You gain the ability to transform into a storm elemental. As an action, you can expend a use of your Wild Shape feature to transform into a Huge creature resembling a swirling cloud with crackling lightning and gusting winds. While in this form, you have the following traits:
- You gain resistance to damage from bludgeoning, piercing, and slashing attacks, as well as from lightning and thunder damage.
- You gain a fly speed of 60 feet.
- Any creature that starts its turn within 10 feet of you takes 2d6 lightning damage due to electrical discharge.
- As an action, you can emit a blast of wind in a 30-foot cone that pushes creatures back 20 feet and deals 2d6 bludgeoning damage. Creatures must make a Strength saving throw to resist the push and take half damage on a success.
You can end the form early as a bonus action, causing you to revert to your normal form. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
Once you use this feature, you can't use it again until you finish a long rest.
Also considered for this form:
- You can't cast spells, speak, or take any action that requires hands or breath while in this form, unless the DM allows it.
- You have immunity to the blinded, deafened, and frightened conditions.
- Your stats change as follows:
- Your hit points become equal to your druid level multiplied by 6. - Your Strength, Dexterity, and Constitution scores increase by 4, but your Intelligence, Wisdom, and Charisma scores decrease by 4.
Rebuilt Tempest Conduit:
You can call forth a powerful storm that rages for several rounds, reshaping the battlefield and unleashing elemental chaos. As an action, you can spend a use of your Wild Shape feature to cause a maelstrom to form in a 60-foot radius centered on yourself. This maelstrom lasts for 1 minute or until you dismiss it as a bonus action. While the maelstrom is active, the following effects apply:
- The area is heavily obscured by rain, fog, and swirling debris, granting disadvantage on Wisdom (Perception) checks and ranged attack rolls.
- The wind is so strong that flying creatures are pushed back 10 feet at the start of their turn or take 2d10 bludgeoning damage if they fail a Strength saving throw.
- Lightning cracks down from the sky at random intervals, dealing 4d10 lightning damage to any creature within a 30-foot radius of a point you choose within the maelstrom. The lightning strikes twice per round, on initiative count 10 and 20.
- Water accumulates in deep pools and rushing currents, turning the area into difficult terrain and forcing creatures to make a Strength (Athletics) or Dexterity (Acrobatics) check to move without falling prone or being swept away.
Once you use this feature, you can't use it again until you finish a long rest.
Here are some common abilities I consider when making a wild shape form as an elemental:
1. Resistance or immunity to certain types of damage: Elementals are often resistant or immune to specific types of damage based on their element. For example, a fire elemental might have resistance or immunity to fire damage.
2. Natural weapons: Elementals can have natural weapons such as slam attacks, which deal bludgeoning damage. The damage dice for these attacks is usually based on the size of the elemental.
3. Movement abilities: Many elementals have special movement abilities that allow them to traverse different types of terrain. For example, air elementals might have a fly speed, while earth elementals might have a burrow speed.
4. Special attacks: Some elementals have special attacks that allow them to control or manipulate elements. For example, a water elemental might be able to engulf a creature and restrict their movement.
5. Resistance to exhaustion and poison: Elementals are often immune or resistant to exhaustion and poison.
6. Size: The size of an elemental can affect its abilities and damage output.
7. Elemental traits: Consider specific elemental traits such as the ability to extinguish flames, create whirlwinds, or absorb water
Level buffs for Stormcallers Form:
While in this form, you gain the following features based on your Druid level:
2nd Level: You gain resistance to lightning damage.
4th Level: The range of your lightning discharge increases to 15 feet.
6th Level: The damage of your lightning discharge increases to 3d6.
8th Level: You gain resistance to thunder damage.
10th Level: The range of your Wind Blast increases to 40 feet.
12th Level: The damage of your Wind Blast increases to 3d10.
14th Level: You gain immunity to lightning damage.
16th Level: The range of your lightning discharge increases to 20 feet, and the damage increases to 4d6.
18th Level: The range of your Wind Blast increases to 60 feet, and the damage increases to 4d10.
20th Level: You can use your Wind Blast ability as a bonus action, and the damage increases to 5d10. Additionally, you gain a flying speed of 60 feet, and resistance to damage from lightning and thunder damage. When you take the attack action in this form, you can make a melee spell attack to deal lightning damage equal to 1d8+ your Wisdom modifier, in addition to the other effects of the form.
WHAT you mean for that transformation to be available at level 2!?!?!?!?! I was debating whether it was OP for level 14 or not.......
No, i didn't mean they get it at level 2, just starting at level 10, That was just suggestions, brainstorming but not necessary to add
Made edits to accommodate popular requests and rebalanced the spell lists, thanks to everyone who reach out.
Applied current revisions to #0. Thanks for your time.