Base Class: Druid
Druids that dedicate Themselves to the circle of the storm Hail from regions That bare witness to the power behind these almighty examples of nature's cruel, unforgiving and unwavering wrath. From the peaks of mountains tall where lighting reaches its stone surface, To vast and endless deserts where The winds themselves carry a force that can shred flesh from bone and bury civilisations to be forever forgotten to time. The druids who devote themselves to the storms, understand that These events are needed to wash away the filth from the land, and start anew; be it A Monsoon to wash away the blood of war, A sandstorm to bury the sins of the past or a Clash of thunder, striking down to Remind the world of nature's wrath. Their magic Ties in heavily with the skies and the freedom it brings, chaotic in nature and awe inspiring to gaze at... Be it to bring about a mighty change, or mightier destruction. Druids of the storm, recognise that these events exist for a purpose and to deny them this, can bring about disturbances in nature.
These druid circles are often found in a safe, but still close proximity to focal points of these storms; referred to as the "Eyes" for how they let the presence of these storms surround them and envelop them from safety. Examples of this would be A druid circle sitting on an outcrop midway up a mountainside, sitting below a constant storm overhead with thunder and lightning. Another, would be Upstream of a river where the rains bring a mighty flood every season to wash away the bones and blood of prey animals below that have been caught by predators when venturing close to drink from its waters... They embody, Not destruction incarnate. but the changes and the purpose behind these events and what they mean for the balance of the world. While not ones to halt a storm naturally occurring, they are not as cruel as to let it harm innocents if not necessary. Wielders of the four winds, they direct And alter the path of storms whenever capable and needed to preserve life... but are able to call upon them in times needed too, to remove life from the cycle as needed.
Circle Of The Storm Spells
| Druid Level | Spells |
|---|---|
|
3rd |
Burning hands, Absorb Elements |
|
5th |
sleet storm, Call Lightning |
|
7th |
Storm Sphere, Ice Storm |
|
9th |
commune with nature, cone of cold |
Eye Of The Storm
At 2nd Level, You have become one who is capable of reading the oncoming winds of change and what they mean for you and your ilk. At any time you may spend a single Hour to perform a ritual to warn you of the oncoming storms or weather ahead. These warnings can come in the form of a sudden chill, A particularly large gust of wind or perhaps something as simple as water gathering on the underside of your palm. These warnings are small and vague, but can be understood by one who Understands druidic. Every time you Perform this ritual, you may choose a number of spells Or Cantrips equal to your proficiency modifier To Re-Prepare. This ritual can be Committed once Per short rest
Stormcaller
At 2nd Level, Your studies and link to the forces of nature's wrath have granted you the capability to manifest its wrath before you in physical form, calling forth a miniature storm to surround your body at the end of your next long rest. Every time you Perform this ritual at the end of a long rest, you may choose one of the following storms to embody: Deluge, Cyclone, Sandstorm, Thunderstorm Or Blizzard. The storm you embody grants you unique features depending on its type, And stays with you until your next long rest or until you are knocked unconscious. you may commit the ritual again By performing a ten minute long ritual at the cost of a spell slot of 1st or higher. You may choose a second storm to embody at 6th level, a third at 10th level and a fourth at 14th level.
These features do not yet effect your wildshape
(Chosen storm must be changed using the character sheet edit menu)
Blizzard
You embody the forces of the blizzard, The Storm that ends all life within its touch and freezes solid the Tundra of the north. When you hit with a Weapon or spell, You may change the Damage type to Cold Or Add an extra dice of damage should it already perform Cold damage. An unforgiving storm, The blizzard holds no quarry with who it effects or lashes out at; freezing all that come into contact with it. You may freeze up to A 5ft cube of water or any other liquid as a bonus action, or any non living material
Cyclone
You embody the cyclone. The whirling winds that Tear up the ground and pull the land free of its own grasp. When you hit with a Weapon or spell, You may change the damage type to magical slashing for the purpose of overcoming physical resistances Or add an extra dice of damage should it already perform Magical slashing damage. When you hit a target with an attack, you may move it up to 5ft in a chosen direction.
Deluge
You embody the Deluge. The storm of Torrential rain that washes clean the land and rids it of filth and Impurities. When you hit with a Weapon or spell , You may change its damage type to Acid or add an extra dice of damage should it already perform acid damage. Your storm can extinguish non magical flames within 10 feet of you as if dousing them with water using a bonus action.
Sandstorm
You embody the Sandstorm. The curtain of gold that washes over the Sands and the land, Blanketing all and hiding the scars of civilisation from sight. When you hit with a Weapon or spell, You may change the Damage type to fire Or Add an extra dice of damage should it already perform fire damage. When you make a stealth roll, You may surround yourself and a number of creatures equal to your wisdom modifier in shifting sands that obscure vision, granting advantage on the stealth check.
Thunderstorm
You embody the thunderstorm, Mighty and powerful, Crashing across the sky and lighting it up in flashes of raw power. When you hit with a Weapon or spell, You may change the Damage type to Lighting Or Add an extra dice of damage should it already perform Lightning damage. When you embody this storm, You may as an action on your turn; Create a Rolling crash of Thunder Originating from you that can be heard up to 150ft from Your current position. Creatures that are within this area of sound Gain advantage or an extra chance on their saving throws against sources of Fear, Charm or similar effects that rely on sound as your rolling crashes of Stormridden wrath drown out all sound.
Howling winds
Your bonds to the storms that roam this world and the power they grant have enriched your very essence with the power they hold and the presence they command. Starting at sixth level, Your wildshapes benefit from your stormcaller abilities, Allowing you to use the benefits they bestow such as transforming your wildshape attacks into the storm's elemental damage type, Or wielding the extra benefits they bestow.
Cataclysmic Calling
As your power has grown, So has your capabilities with the storms and the power they hold. in your mind, you can now recall the mightiest of the storms that wreck havoc on the world and leave only destruction in their wake; Showings of nature's true wrath and mightiest of powers. You are now of the few who can call upon these powers with your own capabilities. Starting at 10th level, you gain access to the three Cataclysms: The Surge, The Typhoon And The Twister. Three grand embodiments of Lightning, Rain and Wind.
Using your action, You may expend one use of your wildshape to Invoke the wrath of nature and call upon one of the three great storms for one minute. Centred on you for 100ft in all directions In a circle, one of the three chosen storms will hang above your head 100ft upwards, or less if within a contained room. While one of these storms is active, the following effects will occur. The damages dealt by these storms can not be effected by your stormcaller's feature to Change damage types, And require concentration to maintain
The Surge: You call upon the embodiment of thunder, Lightning and Raw destruction, the Cleanser of skies. When this storm is Invoked, you can use an action to Choose up to for spots (cannot all be the same spot). at the beginning of your next turn, These spots are struck by lightning, dealing 2d6 lighting damage and 2d6 thunder damage to anything within 5 feet of these spots On a failed dexterity saving throw against your spell save dc, Half on save. those wielding armour, or weapons made of metal, or beings made of metal; have disadvantage on the saving throw.
The Typhoon: You call upon the embodiment of Rain, Water, Floods and hail. The Swirling winds that wash all from the soil. When this storm is active, Any creatures you deem as targets are battered by freezing rain and sharp gales. These creatures move as if in difficult terrain and on the end of their turn, Must make constitution saving throws or be considered blinded and deafened as the howling winds and downpour of rain effect their senses. Blindsight is rendered Inert in this storm for all creatures within it. As an action, You may choose one creature and cause them to make a Constitution saving throw, or be Pelted by Large chunks of hail and freezing rain for 4d6 cold damage, Halved on save
The Twister: You Call upon the embodiment of wind. Untamed, Uncontrollable, Unstoppable. These whirling winds appear on a spot you choose within the range of the storm, making a 10ft cube of effect. The twister can be moved up to 20ft each round on your turn using an action, Causing creatures within 30ft of the winds to move at half speed if moving away from it, and pulling a creature 10ft towards it if they fail a Strength saving throw at the end of their turn. When a creature is within 10ft of the winds, the failed strength saving throw deals 4d6 magical bludgeoning damage , Halved on save; throwing the creature 1d4x10ft in a chosen direction. ranged attacks made within the storm have disadvantage, and loose objects of medium or smaller are automatically thrown whenever the twister passes within 20ft. Against buildings made of stone or wood, The twister's damage is considered as Siege Damage
Soul Of Storm
When you call upon the greatest storms, and stare into it's eye; You never know what might stare back. Your Ways as one who devotes themselves to the way of the storm, and how it effects that which surrounds us all; Has Made it so you can now harness their magical essence with ease. Starting at 14th level, You gain extra features For The storms you embody, allowing you to perform greater feats.
Body Of Storm: You gain resistance to the damage type your storms embody.
Endurance Of Storm: Should you fall to 0hp or become incapacitated against your will while your stormcaller feature is active; You may invoke the storms that surround your body to carry your consciousness. While at 0hp or unconscious, You may summon a tiny orb of magic befitting one of your storms and take control of it. this orb Follows the same statistics of an Ioun stone. as long as your body clings to life (has not failed it's third death save), It carries your consciousness and allows you to speak up to 10 words an action. This orb cannot be grabbed however, due to it's gaseous nature; and sheds 10ft dim light around it.
Strength Of Storm: When adding an extra dice of damage for your storm's damage type, You may now add 2 extra dice of damage instead.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/31/2023 1:52:49 PM
|
31
|
3
|
--
|
Coming Soon
|
Comments