Druid
Base Class: Druid

Druids of the Circle of the Gale dwell upon open plains, rocky beaches, and narrow valleys, where wind blows the strongest. They teach that nature lies in constant flux, and that without change the world would quickly stagnate. Some Druids worship specific storms, like hurricanes, tornadoes, or blizzards, depending on their location.

Druids of this Circle are powerful supporting casters who can draw on both the caress of a gentle breeze and the destructive wrath of the storm.

Whirlwind State

2nd-level Circle of the Gale feature

When you choose this circle at 2nd level, you have embraced the strength of the winds and can channel it to disrupt your foes.

As a bonus action on your turn, you may expend a use of your wild shape feature to form a cylinder of wind with a a height of 60 ft. and radius of 15 ft. This wind moves with you, and counts as difficult terrain for all creatures within its radius. Additionally, any flying creature that enters the gale must succeed a Strength saving throw or be knocked prone and fall to the ground.

Additionally, your melee weapon attacks deal an additional 1d6 lightning or thunder damage, chosen when you take this subclass.

Essence of Lightning

Your melee weapon attacks deal an additional 1d6 lightning damage.

Essence of Thunder

Your melee weapon attacks deal an additional 1d6 thunder damage.

Circle Spells

3rd-level Circle of the Gale feature

Your attunement with the clouds you covet grants you some spells as you reach certain levels in this class, as shown on the Circle of the Gale 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 the Gale Spells
DRUID LEVEL SPELLS

3rd

gust of wind, feather fall

5th

gaseous form, wind wall

7th

freedom of movement, conjure minor elementals

9th

telekinesis, scrying

Toll of the Cyclone

6th-level Circle of the Gale feature

Starting at 6th level, your whirlwind wears down at those inside its radius.

When a creature enters or starts it turn within your Whirlwind, it must make a Constitution saving throw (using your Druid spell save D/C) or take 2d4 damage (determined your the Essence chosen in your Whirlwind state feature) and become deafened and silenced (as if under the effect of the Silence spell).

Additionally, your allies become immune to the damage and conditions of your Whirlwind state.

Lightning Toll

The damage your Whirlwind does is lightning.

Thunderous Toll

The damage your Whirlwind does is thunder.

Thunderous Retribution

10th-level Circle of the Gale feature

Your connection to storms grow strong enough to strike back at your assailants.

When hit by an attacker within your Whirlwind, you can expend your reaction to call a lightning strike onto your opponent. You attacker must succeed a Dexterity saving throw against your spell save DC or take 5d6 lightning damage and be knocked 15 ft. backwards. On a success, they take half damage and are not moved.

You can use this ability an amount of times equal to you Wisdom modifier (minimum of 1), resetting on a long rest.

Windbreaker

14th-level Circle of the Gale feature

Your manipulation of the colossal storms you draw power from reaches its apex, emboldening your physical body. You gain the following benefits.

  • While conscious, you cannot be moved against your will and are immune to the prone condition. This does not include teleportation or banishment.
  • You gain a +2 to your Constitution score, to a maximum of 22.
  • King of Storms - The size of your Whirlwind state increases to a radius of 30 ft., and blocks bright light sources from above. Normally brightly lit areas become dim light, while others remain the same. Additionally, you and your allies may add your Wisdom modifier to Strength and Constitution saving throws while within your Whirlwind.

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