Druid
Base Class: Druid

Where most druids find their power in the quiet rhythm of the natural world, the Witch of the Tempest finds it in chaos. The pulse between thunderclaps, the howling wind over a black sea, the split-second flash that divides sky from earth. These storm-witches are both revered and feared, said to be born beneath lightning strikes or touched by rain that never dries. They wander coastlines and high cliffs, reading omens in the pattern of waves and the color of approaching clouds. To them, the storm is no mere weather, but the breath of a divine force older than gods, a being of destruction and rebirth. Every downpour cleanses, every flash burns away the dead wood of the world, and every thunderclap is an echo of creation itself. Their body hums with static; their voice carries on the wind. When they fight, the air bends around them. The sound of rain grows louder, thunder cracks like a heartbeat, and the world itself seems to hold its breath. But their power is not only wrath. These witches are healers of the scorched and broken, bringers of rain to droughted lands, and whisperers to spirits bound in the sky. They are both storm and calm, and those who know that every tempest must break, and that peace is only sacred when it has weathered the wind.

Tempest Magics

When you choose this circle at 3rd level, you learn the ways of stormcalling. You gain access to the following spells at the listed druid levels.
These count as druid spells for you and don’t count against your number of spells known.

Tempest Spells

Druid Level Spells
3rd  Thunderwave, Fog Cloud
5th  Gust of Wind, Warding Wind
9th  Call Lightning, Lightning Bolt
13th  Divination, Control Water
17th  Maelstrom, Control Winds

Tempestcraft

At level 3, You can channel fragments of storm essence into your spells. When you cast a druid spell that deals lightning or thunder damage, you can choose one of the following effects: 

Rumbling Echo. Each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or be Deafened until the end of your next turn. 

Charged Strike. You may add your Wisdom modifier to the spell’s damage once. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a Long Rest.

Rite of the Storm

At Level 6, When you use your Wild Shape, you can instead use magic to mantle a Stormbound Form, channeling the fury and power of the tempest through your body. While in this form, you gain the following benefits: 

You gain resistance to lightning and thunder damage.

Your spellcasting becomes infused with storm energy: any druid spell you cast that deals lightning or thunder damage deals additional damage equal to your Wisdom modifier.

You may use your movement to glide up to 10 feet to avoid opportunity attacks.

Each time you start your turn in Stormbound Form, faint arcs of lightning dance along your body. One creature of your choice within 5 feet takes lightning damage equal to your proficiency bonus.

Your voice carries the storm: you gain advantage on Intimidation or Performance checks as whispers of wind and thunder amplify your presence.

You can remain in Stormbound Form for a number of hours equal to half your druid level (rounded down). You can use this feature in place of your Wild Shape slots, and you regain all expended uses when you finish a Long Rest as you would normally.

Warden of the Weather

At Level 10. You have learned to bend the weather to your will, shaping the storm to protect allies and punish foes. As an action, you can summon a miniature tempest centered on a point you can see within 60 feet. The storm lasts for 1 minute or until you dismiss it (no concentration required). While the storm persists, the following effects occur in a 20-foot-radius, 30-foot-tall cylinder:

Lightning Bolts: Once per turn when a creature of your choice is hit by your lightning or thunder spell, you can deal 1d8 lightning damage to one other creature of your choice in the storm.

Storm’s Embrace. Allies of your choice in the storm have advantage on Strength, Dexterity, or Constitution saving throws as the wind and rain shield them.

Blinding Rain. Ranged weapon attacks made by hostile creatures that originate outside the storm have disadvantage against creatures inside the storm. You can use this feature once per long rest.

At 15th level, you can use this feature twice per long rest.

Rite of the Sunderer

At 14th level, you may perform the Rite of the Sunderer, a powerful storm ritual that channels the full fury and protection of the sky. As an action, you may spend 1 minute performing the rite, calling down one of the storm’s blessings over a 40 foot-radius area centered on you. The storm persists for 10 minutes or until you choose to end it, requiring concentration. While active, the following effects can occur: 

Fury of the Skies: Once per turn, when you cast a spell that deals lightning or thunder damage, you may choose one additional creature within the storm to take half the spell’s damage. 

Sanctuary of Rain: An ally of your choice in the storm regain hit points equal to 1d8 + your Wisdom modifier at the start of their turn, as the storm shields and nourishes them.

Flowing Fulminus: Creatures attempting to move into or through the storm must succeed on a Strength saving throw or be slowed by the wind of the storm, and take 2d6 lightning damage as long as they remain within it.

Wrath of Thunder: At the start of each of your turns while concentrating, you may call forth a minor lightning bolt or thunderclap as an action. One creature of your choice within 30 feet takes 2d10 lightning or thunder damage (your choice) on a failed Dexterity saving throw, or half on a success. Once you use this feature, you cannot use it again until you finish a Long rest.

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