Druid
Base Class: Druid

The Circle of the Stormcaller is amongst the most ancient of druidic circles, as early civilizations feared and ran from the raging primordial storms and chaotic winds of the world, those that threatened to ravage civilizations.

As destructive as the storm may seem however, druids of this circle have learnt to commune with it, as they know that electric energy lies within all life, and that life can be shaped through it as well. These druids know to let it take hold and let it flow through them, but not to be consumed by it, to be a conduit that connects sky and earth, electricity and matter, life and death. They become and call upon storms, they commune with the tempest, they reshape themselves into lightning itself, they are conduits for the electric wrath of nature.

Circle Spells

When you choose this circle at 2nd level, your mystical connection to air and lightning 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 storm you command and represent.

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.

Druid Level

Spells

2nd

Feather Fall, Thunderwave

3rd

Gust, Shatter

5th

Lightning Bolt, Sleet Storm

7th

Freedom of Movement, Storm Sphere

9th

Conjure Elemental, Maelstrom

Voice of the Tempest

Beginning when you first choose this circle at 2nd level, you learn to speak and write Auran and learn the Gust of Wind cantrip if you don't know it already. It counts as a druid spell for you, but it doesn't count against your number of cantrips known.

Additionally, you gain the ability to subtly control the weather around you. If it is raining, you can use a bonus action to cause the rain to stop falling in a 10-foot-radius sphere centred on you. You can end this effect at any time. 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 sphere centred on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm Rift

Also at 2nd level, as a bonus action on your turn, you can conjure a small and sentient storm, expending a use of your Wildshape.

On a 10-foot radius sphere centred on a point you can see within 30 feet of you appears a swirling and roiling living storm cloud. It is an Elemental with one hit point and immunity to all damage and conditions that speaks Auran and obeys your every command. Its Charisma, Intelligence and Wisdom score are equal to yours, and its Constitution, Strength and Dexterity scores are all 8. It lasts for 1 minute, until you dismiss it, or until it is dispersed by an effect such as the Control Weather spell. Its body is intangible and conforms the entire area, which counts as difficult terrain and is heavily obscured for creatures other than you.

As a bonus action on any subsequent turns, or as part of activating this feature, you may move the cloud up to 15 feet in any direction and cause it to streak out bolts of lightning. Creatures within the area, or a single creature within 30 feet of it, must succeed on a Dexterity saving throw against your spell save DC, taking 1d6 + your Wisdom modifier lightning damage, or half as much on a successful save.

Lightning Surge

Starting at 6th level, you can temporarily take upon the form of a bolt of lightning, becoming a being of pure electric energy, your shape blurring into energy. As an action, you can move a number of feet equal to twice your walking speed in a straight line in any direction, with any attacks of opportunity made at disadvantage.

While you are moving in this way, you can move through spaces as narrow as 1 inch without squeezing, you count as an Elemental, you emit bright light up to 10 feet around you, and creatures that are within 5 feet of you at any point while you are moving must succeed on a Constitution saving throw against your spell save DC. On a failed save, they take lightning damage equal to your level + your Wisdom modifier, taking half as much on a successful save.

Additionally, as you stop moving and materialize, you may streak down bolts of lightning around you, as creatures within 5 feet of you must succeed on a Dexterity saving throw or take lightning damage equal to half your level + your Wisdom modifier.

You can use this feature once, regaining the ability to use it again when you finish a short or long rest, or if you expend both uses of your Wildshape feature to use it again.

Supercharged

When you reach 10th level, you can harness the chaining power of the storm, becoming more powerful the more you utilize your magic. Whenever you cast a Circle spell, a spell that deals lightning or thunder damage of 1st level or higher, you first conjure your Storm Rift or you use your Lightning Surge feature, you become supercharged. While supercharged, you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • The next time you activate or use your Storm Rift feature, you can either move it twice, or cause it to streak out lightning twice, rather than once, but only one of those effects.
  • The next time you activate your Lightning Surge feature, damaged creatures have their speed is halved until the end of their next turn.
  • The next time you damage a creature with a spell of 1st level or higher cast by you that deals lightning damage, the creature must succeed on a DC 12 Constitution saving throw or be blinded until the end of their next turn.

These benefits last until the end of your next turn or until you activate this feature again.

For example, you use your bonus action to activate your Storm Rift and you become Supercharged. You then use your Action to use your Lightning Surge feature, which benefits from you being Supercharged, and you become Supercharged again. On your next turn, you cast a Circle spell as an Action, you become Supercharged and the spell benefits from you being Supercharged, and as a bonus action you use your Storm Rift feature. You don't become Supercharged again, as you are not activating it, but you gain the benefits. On your next turn, you use your Storm Rift feature and use your Action to cast Cure Wounds, and at the end of that turn, you stop being Supercharged.

Ionic Trance

By the time you've reached 14th level, whenever you become supercharged, you may choose to enter a trance that allows you to fully harness the might of the storm. When you first activate this feature, you gain temporary hit points equal to twice your druid level, and for a number of rounds equal to your Wisdom modifier, you gain the following benefits:

  • You have a flying speed equal to twice your walking speed and can hover.
  • You don't stop being supercharged.
  • Whenever you deal lightning damage, you may have that damage become force damage instead, as your lightning becomes bolts of pure magic. Alternatively, you may deal an extra 1d6 lightning damage instead.

You can use this feature once, regaining the ability to use it again when you finish a long rest or if you expend a spell slot of 7th level or higher to use it again.

Circle Of The Stormcaller Image

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