Base Class: Druid
A young girl stands atop a hill and looks at the approaching thunderhead. It scares her, but she stands up to it. "Come, do your worst. I can take it." And as if in response, a deep rumble of thunder rips through the countryside.
Surrounded by enemies, Skuallen closes his eyes and takes a deep breath. His eyes suddenly flash open as electricity sparks around them. In a blur of motion a bolt of lightning arcs and hits an approaching gnoll, knocking him back, and the resulting thunder wave knocks back one of his allies. Then the dwarf druid is gone as their eye's adjust to the darkness. Before they know where he went, they see something start to spark on the far wall, as he smiles, lining them up for a devastating bolt of power.
There is chaos in the stronghold. When the adventurers approached, the drow thought it would be an inconvenience if anything. But when one of them turned into a swirling, angry mass of lightning and thunder, no one knew what to do. They don't get storms in the Underdark.
Storm's Initiate
At 2nd level you learn the Auran language. You also gain the Lightning Strike ability and the free extra cantrip, Storm Attunement, which replaces Druidcraft.
Storm Attunement. As an action, you can cause one of the following effect to happen up to 30ft away. You can have up to 3 effects active at one time, and they last for up to 1 minute.
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. This effect persists for 1 round.
- Create a harmless, instantaneous sensory effect related to storms such as electrical sparks, a puff of wind, a spray of mist, or a rumble of thunder.
- Cause mist that can fit within a 1ft cube to shape itself into a crude form you designate for 1 minute.
- Your voice booms up to three times as loud as normal for 1 minute.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Lightning Strike. You can channel your internal energy into a bolt of electrical energy. You get a number of d6's equal to you WIS modifier. Pick a number of d6's and make a ranged spell attack on a creature up to 60 feet away. The creature makes a DEX saving throw against your spell casting DC. Roll the d6's of lightning damage, on a successful save the creature takes half damage, and full damage on a failed save. You gain all d6's back after a long rest.
Circle Spells
At 3rd level, your mystical connection to the storms infuses you with the ability to cast certain spells. At 3rd, and then at 5th, level you gain access to circle spells connected to the storms.
Once you gain access to a circle spell, 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 |
|---|---|
| 3rd | shocking grasp, storm attunement |
| 3rd | feather fall, thunderwave |
| 3rd | levitate, gust of wind |
| 5th | lightning bolt, call lightning |
| 11th | chain lightning |
One with the Storm
At 6th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.
You also gain the ability to enhance your Lightning Strikes.
Augmented Lightning Strike. When you expend 2 or more of your d6's to discharge a Lightning Strike, choose one of the following effects to add to the normal effects:
- The thunder follows the lightning strike. The target of the Lightning Strike is the source of a Thunderclap spell, damaging surrounding creatures.
- The lightning inspires shock and awe. The target of the Lightning Strike must make a CON save or become stunned for a turn.
- You use excess energy to protect yourself. If you are hit with a melee attack, during a turn after casting Lightning Strike, you can use your reaction to deal lightning or thunder damage equal to your Druid level to the attacker.
- You can use excess energy to energize your speed. During a turn that you are going to discharge a Lightning Strike, you can use your bonus action to either Dash, Dodge, or Disengage.
Storm Chaser
Once you hit level 10, you've spent so long among thunderheads and lightning storms that you are now resistant to lightning and thunder damage. You have seen storms that would have shaken elders, and you walked through them. Your fearlessness in the face of such raw elemental force has taught you to be immune to being frightened by elementals.
Aspect of the Storm
At level 14, you can now take on power of the storm. By using up all of your Wild Shapes, you can turn into a Storm Elemental.
Storm Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage and 3 (1d6) thunder damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d6) lightning damage and 3 (1d6) thunder damage. Any creature that is within the elemental's space is deafened due to the roaring winds. Any creature that ends its turn in the elemental's space takes 3 (1d6) lightning damage and 3 (1d6) thunder damage.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage and 5 (1d8) thunder damage.
Lightning Bolt. The elemental creates a bolt of lightning which strikes at a point it can see within 100 feet. Each creature within 10 feet of that point must make a DC 14 Dexterity saving throw, taking 22 (5d8) lightning/thunder damage on a fail, and half as much on a success.
Description
No one knows how Storm Elementals originate. Whether they were Air Elementals turned to condensed fury and rage. Or if they are embodiments of actual storms. What is known is that they are a typhoon of lightning and thunder and anger.
Previous Versions
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Posted Sep 13, 2023This is so cool! I know this is an old comment but I do really like this subclass. My only request would be the ability to turn into flying wild shapes early, cause I feel like that makes sense if your orientated by the sky. Good work!
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Posted May 3, 2023This looks rather fun. The subclass additional spells are generally given at various levels rather than a jumbling. You have three instances where level 3 gives this Druid spells which doesn't make sense. A good tendency is to follow the example of another subclass in your class and I see in the comment you wrote that you referenced it. Circle of the Land gives spells at the 3rd, 5th, 7th, and 9th levels. While you don't have to follow that to a key it is good to spread it out. Also you wrote underneath Circle Spells that at 3rd and 5th level the Druid gains access to those spells however in the chart you added an 11th level access to a spell.
Looking at the three Druid classes from Players, Tasha, and Xanathar the spells chosen at each level is from the same spell level.
3rd level is going to have 2nd level spells. (I know you want to give shocking grasp because lightning. But a cantrip here wouldn't fit. Toss it in with the 2nd level stuff? Also you have listed here the Storm Attunement. And I am beginning to think that the whole chart is error because you listed the cantrips the subclass can obtain at 2nd level but the chart only shows what can be gained from 3rd level and beyond?)
5th level is going to have 3rd level spells. (Druids already have access to Call Lightning though it is nice to have it not take a spell slot. I'd make an argument for Thunder Step or Lightning Arrow.)
7th is going to have 4th level spells. (Xanathar's GTE gives us Storm Sphere and Elemental Bane for examples.)
9th level is going to have 5th level spells. (The good tendency hits a block here as there are no 9th level lightning spells to choose from. So you were right in skipping 10 and going to the 11th level given you access to a 6th level spell. But going back to tendency this does need another spell to accompany Chain Lightning. How about Scatter? Leaning on the 'fast as lightning' trope. If not scatter than you might want to consider another step away from tendency and give a 5th level spell alongside Chain Lightning.)
Anyway. As always these are either spelling or technical error corrections or suggestions. Have fun DnDing.
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Posted Jul 4, 2019Hi everyone, hope you like my second version of my first public homebrew!
Just as an explanation of the build, I would like to let you all know what I was trying to do with this.
I was inspired by the Storm Sorcery subclass, but I didn't like the spell list that came with being a sorcerer. I wanted something more nature aligned.
So I made a spell caster druid with extra thematic spells, and then eventually gets an elemental Wild Shape, so a cross between Land and Moon druids.
In fear of making the subclass too strong, I made sure that the Circle spells were of lower level than the Land's Circle Spells (with no Natural Recovery). You do get a free cantrip but it is taken up by Storm Attunement, which replaces Druidcraft. Also, even though you get an elemental Wild Shape, it comes 4 levels later than Moon druids (level 14 instead of 10).
I am happy with how the Lightning Strike ability turned out. It is tied to your WIS modifier (natural max of 5, magical max of 6 or 7), so although the Augmented options seem pretty powerful, it is limited to about twice a day and gives a lot of utility to the subclass.
I hope everyone enjoys, let me know if you have any critiques! ^_^