Druid
Base Class: Druid

Druids of the Circle of the Tempest are ones that are not easily deterred, nor are they ones that should be taken lightly. For they one the individuals that have seen the storm inside and out and have continued until the stare into the eye. The druids of this Circle are not a traditional sort. It feels as if the Tempest actively seeks out it's guardians, it's guides, it's avatars. Tempest druids may seem as calm as the blue sky, but underneath lies a riptide yearning for adventure, danger, and freedom. But be warned, as quickly as the sky darkens, so too will these avatar's fury shock and awe.

Beacon in the Dark

At 2nd level, Before you can unleash it's Fury, you must first learn to guide other to safety. You learn the Produce Flame cantrip, if not known already, to become the Lighthouse guiding people to shelter from the Tempest. Your keen sense of time and direction rival those of any master navigator; you also gain Advantage on any checks regarding Tracking, Finding a path to lead other and reading a map.

Calm Before the Storm

At 2nd level, by meditating and listening to nature, you can sense and prepare for a oncoming Tempest. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

You gain Circle Spells at 3rd, 5th, 7th, and 9th level

3rd Mirror Image, Misty Step 
5th Call Lightning, Tidal Wave
7th Black Tentacles, Storm Sphere
9th Maelstrom, Control Winds

Gentle Rain after a Drought

At 6th level, You show that the Tempest is more than just destruction. For 1 minute, in a 20 FT radius centered on you,  all allies in the area regain 1d6 HP at the start of their turn. If an ally is incapacitated they are stabilized. Use once per long rest. 

Winds of Warning

At 10th level, You can interpret and harness the winds of an oncoming Tempest. You gain a fly(hover) speed equal to 10 + walking speed that avoids difficult terrain and fall damage. You also gain immunity to being knocked prone unless unconscious, and advantage against being grappled.

I. Am. The Storm.

Now is the time to teach them the fury. At 14th level, you and the Tempest become one, and you unleash the fully realized fury, that has been roiling beyond the horizon. You can expend  two Wild Shape charges to form shift into a Lesser Storm Elemental for one hour.

Lesser Storm Elemental

Large Elemental, Neutral
Armor Class 15 natural armor
Hit Points 135 (15d10 + 60)
Speed 0 ft., fly 90 ft.
STR
16 (+3)
DEX
19 (+4)
CON
17 (+3)
INT
9 (-1)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws DEX +7, CON +6
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Lightning, Poison, Thunder
Senses Blindsight 120 ft., Passive Perception 10
Languages Auran
Challenge 8 (3,900 XP)
 
Proficiency Bonus +3

Tempest Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack takes 7 (2d6) lightning damage. In addition, the storm elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must make a DC 16 Constitution saving throw, taking 7 (2d6) lightning damage on a failure, half as much on a success. Any creature that ends its turn within the elemental's space must also make this saving throw.

Magic Weapons. The elemental's weapon attacks are magical.

Grounding. Lightning damage dealt by the elemental to earth elementals, or targets buried or burrowing in the ground is halved.

Actions

Multiattack. The elemental makes two melee attacks and can use Blinding Thunder.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 4  (1d6) thunder damage.

Shock. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 18 (5d6) lightning damage. This attack has advantage against a target wearing metal armor.

Blinding Thunder. Each creature in the elemental’s space must succeed on a DC 16 Constitution saving throw or become blinded and deafened until the end of the elemental’s next turn.

Thunder Pulse. The elemental chooses a direction, then pushes unsecured objects within its space that aren't being worn or carried 30 feet in that direction. Each creature in the elemental's space must make a DC 13 Constitution saving throw or take 11  (2d6 + 4) bludgeoning damage plus 11  (3d6) thunder damage, is knocked prone, and is pushed 30 feet in that direction.

Vortex (Recharge 6). The elemental pulls all unsecured objects within 30 feet of it that isn't being worn or carried up to 30 feet closer to the center of its space. Each creature within 30 feet of the elemental must make a DC 13 Strength saving throw. On a failure, a target takes 22 (5d6 + 4) bludgeoning damage, is knocked prone, and is pulled up to 30 feet toward the center of the elemental's space.

Storm Elemental, Lesser created by user LKAthys

Previous Versions

Name Date Modified Views Adds Version Actions
1/2/2023 7:00:05 AM
6
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes