Druid
Base Class: Druid

Druids of the Circle of Storms have communed, through ancient rituals, with the four winds (North, East, South, and West) and with the ancient progenitor of all storms, a magical tempest known as the primal storm. These druids teach that, just like the primal storm, nature is in constant flux, and that this change is a good thing. They anticipate the sudden arrival of a storm or danger at all times, and believe that wisdom involves knowing when to run with the wind and when to run against it. Storm druids can often be found in tribal societies that live on open plains, on mountains, or along coasts. Some venerate a particular wind, such as the icy North Wind, or a particular storm, such as the monsoon or the Tornado. In battle, they buffet and manipulate their foes with wind and lightning. They invoke the power of the primal storm, rising off the earth to blast their enemies with all of the shocking fury of a thunderstorm.

Transcendent Form

At 2nd level you can expend a use of your Wild shape to enter a Transcendent Form of storm and sky as a bonus action. While in Transcendent Form you gain temporary hit points equal to your level times 3 and you gain resistance to lightning and thunder damage. In addition while in Transcendent Form when a creature takes damage for one of your druid spells that deals lightning or thunder damage the target suffers the weapon attack’s normal effects, and you can cause cackling lightning to leap from the target to a different creature of your choice that you can see within 10 feet of it. The second creature takes lightning damage equal to your Wisdom modifier.

Circle Spells

 At 3rd, 5th, 7th, 9th, and 11th levels, you are granted additional spells that allow you to interact with the sky, these spells also require no material components.

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 a druid spell for you.

 

Circle of Storm Spells
Druid Level Circle Spells
2nd Lightning Strike
3rd Misty Step, Fog Cloud
5th Lightning Bolt, Call Lightning
7th Control Weather, Dimension Door
9th Cone of Cold, Wall of Force

Lightning Strike

You learn the Lightning Strike cantrip. It does not count against your number of cantrips known and is considered a druid cantrip for you.

 

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
 Ranged
DAMAGE/EFFECT
 Force
 

A beam of crackling electric power streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Storm Affinity

At 6th level when you cast a spell that deals lightning or thunder damage, you add your wisdom modifier to the damage roll.

Storm Guide

At 10th level, you gain the ability to subtly control the weather around you.

Call Lightning now can target a point as a bonus action While in transcendent form.

If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action. 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 around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.

Storm Harbinger

At 14th level, you gain a flying speed equal to your walking speed can cast Misty Step at-will, without expending a spell slot. You also gain permeant resistance to lightning and thunder damage. While in Transcendent Form your flying speed is doubled and you gain and immunity to lightning and thunder damage. Misty Step still requires the standard bonus action casting time.

Previous Versions

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