Druid
Base Class: Druid

The Circle of the Hurricane is made up of a group of warrior Druids that seek the patrol the skies and watch for the threats that rain down from the skies. They gather in the heights, far above the world below, and patrol the world from above. They are solitary beings, keeping their feet off the ground for as long as they can. But when they find a threat that needs to be stopped, they will not hesitate to rip it into shreds.

Winds of Defense

At the 2nd level, when you choose this subclass you gain an aura of strong winds that protect you and any creature within ten feet of you. You gain the following benefits from the winds:

  • It hedges out vapor, gas, and fog that can be dispersed by a strong wind.
  • The area is difficult terrain for creatures other than you and your chosen allies
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks are coming from outside the aura.

Circle Spells

Druid Level

Spells

3rd

Silence, Gust of Wind

5th

Fly, Call Lightning

7th

Freedom of Movement, Storm Sphere

9th

Control Winds, Steel Wind Strike

Grappling Gale

At 6th level, you can use your air magic to attempt to pull flying creatures down to the ground. As a bonus action on your turn, you can attempt to ground a flying creature. The targeted creature must make a Wisdom saving throw against your spell save DC. On a successful save, their flying speed is halved until the end of your next turn and on a failed save they immediately crash into the ground, taking all the fall damage for the height they were at and are prone on the ground. You can use this ability an number of times equal to your Wisdom modifier.

Walking Cyclone

At 10th level, your Winds of Defense gets more dangerous and spins at faster speeds. Any creatures of your choosing take 2d6 + your Wisdom modifier slashing damage whenever they enter your aura and whenever they begin their turn inside your aura.


Additionally, you can attempt to catch projectiles fired at you, including spells. If a ranged attack or spell is targeted on you or anyplace within your aura and the damage dealt is less than your Druid level + your Wisdom modifier, you or any other creature within your aura doesn’t take the damage, and instead, the projectile is caught in your winds. As a bonus action on your turn, you can send the attack towards whoever or wherever you choose. (This ability applies to projectile attack spells meant to do damage, it will not have any effect on any other spells like Control Person)

Skybound

Beginning at level 14, you claim the skies as your domain. The winds are yours to control, and any who dare step into your territory must face your wrath. You gain a flight speed of 60 feet, and you can cast Feather Fall without components or using a spell slot.

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