Druid
Base Class: Druid

Druids within the Circle of the Tempest channel nature's calm through gentle rains, and its power through violent storms. Not content with burying their feet in the ground, these druids look for inspiration in the sky, connecting with the ebb and flow of nature's tempest. They believe there is wisdom in following the patterns of the winds, yet understand that an air of unpredictable hurricane force can be needed as well. They have a complex relationship with healing and destruction, the storm embodies both, and just as the storm begins, it can be fleeting too. Waters from the storms nurture the natural world, and flood any who get in its way.

 

(Art by Kevin Keele)

Eye of the Storm

At 3nd level, you channel the calm patience of your inner storm into a tempest relic. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Tempest Relic table or by choosing one.

While holding this relic, you have these benefits:

  • You know the Shatter spell and it is always prepared. You may cast it without using a spell slot equal to your Wisdom modifier (minimum of once) and you regain all expended uses when you finish a long rest.
  • You may ritually meditate with your relic for an hour to regain 1d6 plus your Wisdom proficiency bonus hit points twice per long rest.

If you lose the relic, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous relic.

d6 Relic Form
1 A scroll singed from lightning that crackles at the touch.
2 A glass bottle containing a mini thunderstorm swirling inside.
3 A perfectly spherical amethyst that seems to vibrate when a storm is coming.
4 A flask of chilled water that mimics a rainstorm when flipped upside-down.
5 A pair of feathers tied to a silver rod, that move as if a breeze is always pushing them.
6 A small drum that when struck, sounds like thunder booming in the distance.

Inner Storm

At 3rd level, you gain the ability to unleash your inner storm, altering your form and surroundings. As a bonus action, you can expend a use of your Wild Shape feature to release your inner storm, rather than transforming into a beast.

While surrounded by your storm, you retain your game statistics, but you embody an aspect of the storm, altering yourself and surroundings to that aspect. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you unleash your inner storm, choose which of the aspects surrounds your body; your choice gives you certain benefits while in the form:

Rainstorm. Your body swirls with water and mist, turning your form see-through. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can cast a ranged healing ability called Healing Mist, summoning a small refreshing mist above a target creature within 30 feet of you. The target regains a number of hit points equal to 1d6 + your Wisdom modifier.

Thunderstorm. Your body crackles and reverberates, with pitch black storm clouds encircling you. Whenever you cast a spell using a spell slot that deals thunder or lightning damage to a creature, your target makes a Constitution saving throw. If they fail, they take an additional 1d4 + your Wisdom modifier damage.

Windstorm. Your body swirls like a hurricane, twisting with gusts of wind. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Acolyte of Weather

Your study of weather patterns have granted you additional knowledge. Starting at 6th level, rainy and stormy weather conditions do not create difficult terrain for you, and do not impair your vision. 

In addition, you can make a Wisdom saving throw when hit with an attack dealing thunder or lightning damage, when standing in these weather conditions. If you succeed, you take half damage.

Hurricane Resilience

When you reach 10th level, you can no longer be moved against your will by spells like gust of wind, and you become resistant to thunder and lightning damage. 

Cycle of the Tempest

When you reach 14th level, your connection with your inner tempest becomes stronger. While surrounded by your Inner Storm, you gain an additional 1d4 plus half your druid level temporary hit points. This affect lasts until your hit points are reduced to before the temporary bonus was granted, or your Wild Shape charge ends. In addition, you may grant Storm's Boon and Storm's Mark on targets.

Your healing spells become more potent, now adding the Storm's Boon on a successful healing roll, once per Wild Shape charge. When an ally with the Storm's Boon is reduced to 0 hit points, they are instead reduced to 1 hit point and the boon is removed.

Your damage spells become more powerful, now adding the Storm's Mark ability. Once per round of combat, you can cast Storm's Mark as a bonus action. When you cast a spell that does thunder, lightning, or force damage, deal an additional 1d4 plus your Wisdom modifier thunder damage to targets with the Storm's Mark on them, and the mark is removed. If you cast Storm's Mark on a target and Storm's Mark is already active, it moves it to the new target.

Previous Versions

Name Date Modified Views Adds Version Actions
9/8/2024 5:03:59 AM
5
4
1.0
Coming Soon
9/8/2024 5:49:21 AM
3
3
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes