Base Class: Druid
A druid under the circle of storms has an expert knowledge and control of the weather. They use this understanding to protect their homeland or deliver justice elsewhere. They are often solitary, only speaking with the other druid or lost adventures.
Lightning Bolts Barrage
Also at 2 level, you can control the storm. As a bonus action you can target a creature, within 100ft of you, summoning a lightning bolt at there positions. The creature must make a Dexterity saving throw. The creature takes 1d10 per each lightning bolt used of lightning on a failed saving throw, and half as much damage on a successful one. You can summon a maximum of number of lightning bolts equal to the wisdom modifier per long rest. You can use all lightning bolts at once or one at a time.
Circle Spells
You gain the knowledge of storms.
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.
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Knowledge of Lightning
At 6 level, you gain knowledge of the weather. You can spend a minute in meditation to find out the weather patterns for the next hour. Ask your DM to let you know the weather patterns.
Empowered Storm
Also, a 6 level you can add your wisdom modifier to the damage of spells dealing lightning or thunder damage.
Unpredictable Storm
At 10 level your storms become more unpredictable. Anytime a creature hit by a spell or circle feature dealing lightning or thunder damage gets disadvantage on the saving throw. If the creature has advantage normal rules apply and they cancel out.
Also, at 10 level your lightning Bolts Barrage increases to 2d10 per bolt.
Passive Storm
At level 14 when your roll initiative you gain 3 uses of lightning Bolts Barrage back if they have been used.
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