At 2nd level The arcane magic you command is infused with elemental Lightning and thunder. You gain the following spells at the listed Druid level. These spells do not count against the number of Druid spells you know. You Learn the Cantrip Lightning Strike, it does not count toward your known cantrips
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Lightning
You hurl a bolt of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. You have advantage on the attack roll if the target is wearing armor made of metal.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transcendent Form
At 2nd level you can use your Wild shape as an action to enter Transcendent Form. Your Transcendent Form hit points are equal 5 temporary hit points for each level you have in this class (5x druid lvl) and you gain resistance to lightning and thunder damage.
These benefits last for 10 min, until you lose all these temporary hit points, or until you use your Wild Shape again.
Circle Spells
Storm Domain Spells
At 3rd, 5th, 7th, 9th, and 11th levels, you are granted additional spells that allow you to interact with the sky.
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. Chain lightning also becomes available to a Circle of the storms druid but if selected counts towards your spells known. 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
3
Misty Step, Thunderwave
5
Thunder Step, Gust of Wind
7
Call Lightning, Lightning Bolt
9
Storm Sphere
Storm Affinity
At 6th level when you cast Lightning spells, add your Wisdom modifier to the damage it deals on a hit. In ascendant form you gain the ability to have your lightning abilities jump 10 ft from the original target and do damage equal to your wisdom modifier.
Storm Guide
At 10th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
Call Lightning now can target a point as a bonus action While in transcendent form.
Storm Harbinger
At 14th level, you gain a flying speed equal to your walking speed.
While in Transcendent Form Misty step becomes a cantrip.
ahh yes that makes sense, I was trying to keep it on par with fire bolt as it has the ability to ignite things but you are right, advantage on metal armor is a lot stronger.
What do you think of the call lightning ability? That's the part I thought might cause me trouble.
Stormborn
At 2nd level The arcane magic you command is infused with elemental Lightning and thunder. You gain the following spells at the listed Druid level. These spells do not count against the number of Druid spells you know. You Learn the Cantrip Lightning Strike, it does not count toward your known cantrips
You hurl a bolt of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. You have advantage on the attack roll if the target is wearing armor made of metal.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Transcendent Form
At 2nd level you can use your Wild shape as an action to enter Transcendent Form. Your Transcendent Form hit points are equal 5 temporary hit points for each level you have in this class (5x druid lvl) and you gain resistance to lightning and thunder damage.
These benefits last for 10 min, until you lose all these temporary hit points, or until you use your Wild Shape again.
Circle Spells
Storm Domain Spells
At 3rd, 5th, 7th, 9th, and 11th levels, you are granted additional spells that allow you to interact with the sky.
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. Chain lightning also becomes available to a Circle of the storms druid but if selected counts towards your spells known. 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
3
5
7
9
Storm Affinity
At 6th level when you cast Lightning spells, add your Wisdom modifier to the damage it deals on a hit. In ascendant form you gain the ability to have your lightning abilities jump 10 ft from the original target and do damage equal to your wisdom modifier.
Storm Guide
At 10th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
Call Lightning now can target a point as a bonus action While in transcendent form.
Storm Harbinger
At 14th level, you gain a flying speed equal to your walking speed.
While in Transcendent Form Misty step becomes a cantrip.
I would say the cantrip should be d6 or d8, not d10. D10 if you got rid of the metal armour advantage. Otherwise it seems good.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
ahh yes that makes sense, I was trying to keep it on par with fire bolt as it has the ability to ignite things but you are right, advantage on metal armor is a lot stronger.
What do you think of the call lightning ability? That's the part I thought might cause me trouble.
I would say it's fine.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!