Druid
Base Class: Druid

Druids within the Circle of Storms harness the elemental power of water and air to shape the elements around them and guide travelers to safety.

Circle Spells

2nd-level Circle of Storms feature

You have formed a bond with a storm spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Storms Spells table.

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 nonetheless a druid spell for you.

Circle of Storms Spells
Druid Level Spells
2nd cure wounds, fog cloud
3rd blur, gust of wind
5th call lightning, wind wall
7th control water, storm sphere
9th control winds, steel wind strike

Summon Storm Spirit

2nd-level Circle of Storms feature

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your storm spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 lightning damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Storm Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of chaotic clouds with periodic electricity arcing through it, while others look like beasts formed from swirling water.

Storm Spirit

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., fly 30 ft. (hover)

STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
11 (+0)

Damage Immunities lightning

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Storm Spark. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB lightning damage.

Ride the Lightning. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB lightning damage.

 

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Enhanced Bond

6th-level Circle of Storms feature

The bond with your storm spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals lightning damage or restores hit points while your storm spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your storm spirit.

Elemental Wild Shape

10th-level Circle of Storms feature

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental or a water elemental.

Whimsey Wardens

14th-level Circle of Storms feature


Starting at 14th level, the Whimsey spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure minor elementals as if it were cast using a 8th-level spell slot. It summons three elementals of your choice that are challenge rating 2 or lower. The conjured elementals appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can't use it again until you finish a long rest.

test

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