Druid
Base Class: Druid

 Druids of the Circle of the Sky are often found in mountainous and storm-battered regions where the elemental plane of Air has strong influence. Members of this circle and their communities often craft gliders, so they can safely travel great distances from their elevated homes without traversing the perilous terrain.

Some of these druids are seers, called Windspeakers, who spend their lives predicting and studying the weather patterns of their homelands. Others are sherpas, adventurers called Windrenders, who provide safe havens and passage for other adventurers who would traverse their lands.

 

Druid Level

Feature

2nd

Squall Parry, Repelling Gust

3rd

Circle Spells

6th

Leaf on the Wind

10th

Elemental Self

14th

One With the Wind

Squall Parry

Starting at 2nd level, you can use the air around you to protect yourself. Whenever a creature within 60 feet of you that you can see makes a ranged attack against you, you can use your reaction to give yourself a bonus of +2 to your AC against all ranged attacks until the start of your next turn. The bonus to your AC increases to +3 at 6th level, +4 at 10th level, and +5 at 14th level.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.

Repelling Gust

Starting at 2nd level, you can use a bonus action to blast condensed air at a creature you can see within 30 feet of you. The creature must succeed on a Dexterity saving throw or be pushed 15 feet away from you and knocked prone. A creature that is huge or larger is immune to this effect.

You can use this feature twice and regain all expended uses when you finish a short or long rest.

Circle Spells

At 3rd level, you form a mystical bond with the wind and sky. Your bond grants you access to certain spells. You learn the gust and thunderclap cantrips.

 

When you reach certain levels in this class, you gain access to the spells listed 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.

Druid Level

Spells

3rd

Dust Devil, Gust of Wind

5th

Fly, Call Lightning

7th

Ice Storm, Storm Sphere

9th

Control Winds, Cone of Cold

Leaf on the Wind

At 6th level, you gain the ability to take on an airy form. As an action, you can expend a use of your Wild Shape feature to partially merge with the air around you, rather than transforming into a beast form, and gain 4 temporary hit points for each level you have in this class. While this feature is active you gain the following benefits:

  • You have advantage on Stealth and Acrobatics checks and Dexterity saving throws.
  • You are always under the effects of the feather fall spell.
  • Your flying speed increases by 30 feet.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Windstorm Parry

When you reach 10th level in this class, you can protect your allies from ranged attacks. You can expend a use of your Squall Parry feature to grant its benefits to an ally within 30 feet of you when a creature makes a ranged attack against them.

Additionally, your Repelling Gust feature can affect creatures that are Huge or smaller.

One With the Wind

Starting at 14th level, your affinity to the wind further empowers you. When you use your Leaf on the Wind feature, you gain resistance to lightning and thunder damage as well as bludgeoning, piercing, and slashing damage from nonmagical attacks for the duration.

Additionally, you gain a flying speed of 15 feet. If you already have a flying speed, it increases by 15 feet.

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