Base Class: Druid
On the floating continent, islands and cities of the Sky Region, old Druids from the Circle of the Land ended developing a stronger connection with the winds and the heights of the world. Those druidic circles, renamed as the Circle of the Skies, now live lives connected with the winds, the clouds, being one step closer to the Air Elementals. Most of the members of this circles are Air Genasi, but not all of them. Most of the druidic villages from the Sky Region are connected to the skies on similar ways, most of them already members of this druidic circle. Masters of this Circle are called Windwakers.
The Circle of the Skies interpretation of the Old Faith centers on the natural freedom of the world and the flow of all living creatures that live in it. They value movement as a concept and consider the freedom to go anywhere anytime the peak state of communion between civilization and the wilderness, which they call Cloud Nine.
Inner Winds
Starting at 2nd level you can channel de winds that flows through your body, as if it were a second set of veins. As a bonus action, you can spend one use of your Wild Shape in order to grant yourself the following benefits.
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You gain a hover speed equal to half your walking speed for the duration.
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You are proficient on Dexterity saving throws for the duration. If you are already proficient, you gain expertise, doubling your proficiency bonus.
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When a creature that you can see within 60 feet of you makes a ranged attack, you can use your reaction to move the winds in order to favor or work against it. By doing so, that attack gains advantage or disadvantage, your choice.
The Inner Winds last 1 hour or until you calm them, requiring no action.
Circle Spells
Your closeness to the skies and air grants you the ability to naturally control this element. At 2nd level you learn the Gust cantrip and you obtain the following circle spells. If you already knew the Gust you can choose another druid cantrip freely.
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 Skies Spells
Druid Level | Circle Spells |
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3 | Feather Fall, Levitate |
5 | Fly, Gaseous Form |
7 | Freedom of Movement, Ice Storm |
9 | Bigby’s Hand, Control Winds |
Windplow
At 6th level, your Inner Winds grow stronger, granting you additional benefits.
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Your hover speed now equals your walking speed.
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While active, your walking speed increases by 5 feet.
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You can use the Dash and Dodge action as a bonus action
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You ignore difficult terrain.
Cloud Nine
Starting at 10th level you learn how to alter the atmosphere around you. When you use your Inner Winds feature and as a bonus action on subsequent turns while the Inner Winds are active, you can create one of the following effects until the start of your next turn on a 30 feet radius sphere centered on you that moves with you.
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Every surface in contact with the sphere becomes difficult terrain.
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Every projectile automatically misses when passing through the sphere.
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Creatures within the sphere have advantage on Dexterity saving throws.
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Creatures within the sphere have disadvantage on Dexterity saving throws.
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Flying creatures (excluding you) are restrained.
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Non-magical flames are automatically extinguished and every creature is resistant to fire damage.
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Creatures must make a Strength saving throw against your spell save DC or be knocked prone.
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Creatures are unable to breath.
Windwaker
Starting at 14th level the winds answer to you as their master. You can use your Cloud Nine feature even when you are not using your Inner Winds whenever you cast a druid spell as an action.
Additionally, your movement speed increases by 10 feet.
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