Base Class: Druid
Storm Druids harness the power of weather into themselves and unleash it on their surroundings in chaotic bursts of magic.
Storm Aura
When you choose this circle at 2nd level, you gain the ability to expend a use of your Wild Shape feature to invoke a Storm Aura around yourself. You create a weather effect in a 10-foot radius sphere centered on you that moves with you for 1 minute or until you fall unconscious. This radius increases to 20 feet at 6th level, 30 feet at 10th level and 60 feet at 14th level.
When you do, roll a d6. The corresponding number describes the effect.
1: Calm- The area around you is calm no matter the weather outside your aura. When a creature ends its turn in the radius you may grant it temporary hit points equal to half your druid level plus your wisdom modifier.
2: Wind- The area around is buffeted by strong winds blowing in seemingly unpredictable directions. When a creature enters the radius or begins its turn there, you may force it to make a strength-saving saving throw against your druid spell save DC (a creature may choose to fail). On a failed save you may push the creature 10 feet in any horizontal direction. Creatures that are Huge or larger have an advantage on the saving throw.
3: Fog- The area becomes heavily obscured by fog.
4: Rain- A deluge of water descends on the area. The area becomes difficult terrain for any hostile creatures in the radius. Any hostile flying creatures within the sphere fall. Hostile creatures within the radius make Saving throws at disadvantage.
5. Snow + Ice: A wintry onslaught freezes enemies. When a hostile creature starts its turn in the sphere it must make a Wisdom saving throw against your spell save DC. On a failed save the creature is stunned until the end of its turn.
6. Lightning: Crackling energy explodes in the Aura. At the end of your turn, each creature of your choice in the radius must make a dexterity saving throw against your druid spell save DC. Creatures within 5 feet of you make this save at disadvantage. On a failed save the creature takes damage equal to your druid level + your wisdom modifier.
Storm Spells
You gain access to additional spells that help you channel the power of the storm.
Storm Warrior
While your Storm Aura is active you gain the following benefits:
You gain a flying speed equal to your walking speed.
You can see through heavily obscured areas created by your storm.
You can use your bonus action to make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes lightning damage equal to 1d8 + your wisdom modifier.
Changing Winds
At 10th level, at the start of your turn when your Storm Aura is active, you may choose to roll a d6 again and take the new result as your new Storm Aura effect.
Master of the Storm
By 14th level, you have learned to control the storm around you and cause it to swell to greater intensity. If you would roll a d6 to determine your Storm Aura's effect, instead choose one of the following:
Choose which effect you want to take over.
-OR-
Roll 2d6 and apply both effects. If you roll same number on both d6s, apply that effect and then roll them both again, potentially creating more than one effect.
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