Druid
Base Class: Druid

Druids of the Circle of the Sky all see something unique in the blinding flash of lightning. Some see the purest expression of nature's might, others see a radiant manifestation of the cycles of the world. But there is one thing all these druids have in common: No matter what they see in them, they will chase the storms.

These druids believe that grandest form that nature's will can take, is that of a raging tempest, bringing destruction and renewal in equal measure. Floods wipe away the decaying and broken, making way for new life to flourish in the debris, saturated with water and recycled nutrients.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the lightning lure cantrip. It counts as a druid spell for you and gains the following properties:

  • When a creature fails its saving throw against this spell, you can choose to push it 10 feet in a straight line away from you rather than pulling it closer.
  • An affected creature no longer has to be within 5 feet of you to take damage from the spell.

Conduit of Storms

You gain the ability to create a localized storm around yourself. As an action, you can expend a use of your Wild Shape feature to awaken that storm, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you cast a spell that deals thunder or lightning damage, roll one the damage dice a second time and add it to the total.
  • You gain a flying speed of 10 feet.

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

Circle Spells

Your mystical connection to the sky infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the swirling storms.

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.

Circle of the Sky Spells
Druid Level Spells

3rd

shatter, warding wind

5th

lightning bolt, wind wall

7th

storm sphere, conjure minor elementals

9th

control winds, wall of force 

 

Invigorating Charge

Starting at 6th level, you can channel electricity to revitalize your allies. As an action, you can hurl a bolt of energy at a creature within 30ft. That creature regains hit points equal to 2d8 + your wisdom modifier and its speed is doubled until the end of its next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Encroaching Squall

You gain the ability to spread your storm across a larger area. As a bonus action while your Conduit of Storms feature is active, you can expand your storm cloud to a 10 foot radius sphere centered on you for a minute. The storm retracts early if you dismiss it as a bonus action, or if your Conduit of Storms feature is no longer active.

Creatures other than you within the storm cannot take reactions. Additionally, if they are wearing armor made of metal, weapon attacks against them deal an additional 1d8 lightning damage.

While the storm persists at this size, spells you cast no longer gain additional damage from the Conduit of Storms feature.

Levin Flash

When you reach 14th level, your mastery over the tempest has made you an avatar of its wrath. You gain immunity to lightning and thunder damage. Additionally, spells you cast treat immunity to those damage types as resistance.

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