Druid
Base Class: Druid

Conjure Nature’s Grand Disasters

To charge into a raging storm may seem like certain death. But a druid of this circle seeks to learn of the natural processes of these events to recreate them. Now possessing incredible storm magic and the ability to predict the weather, these druids will be first to warn of impending natural storms.

Level 3: Circle of Storms Spells

3rd-level Circle of Storms feature

Whenever you finish a Long Rest, choose one type of storm domain: Atmospheric Wrath or Seismic Disruption. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared. These spells count as Druid spells for you.

Atmospheric Wrath

Druid Level Circle Spells
3 Fog Cloud, Thunderwave, Gust of Wind, Shatter
5 Lightning Bolt, Wind Wall
7 Ice Storm, Vitriolic Sphere
9 Antilife Shell, Cone of Cold

Seismic Disruption

Druid Level Circle Spells
3 Create or Destroy Water, Hellish Rebuke, Flaming Sphere, Spike Growth
5 Slow, Stinking Cloud
7 Control Water, Wall of Fire
9 Conjure Elemental, Wall of Stone

Level 3: Evoke Disaster

3rd-level Circle of Storms feature

As a Bonus Action, you can expend one use of your Wild Shape feature rather than assuming a Beast form to evoke your storm domain for 1 minute. It ends early if you dismiss it (no action), have the Incapacitated condition or use this feature again.

While your storm domain is active, whenever you cast a spell with a casting time of 1 action and an enemy of your choice either fails its saving throw or takes damage that isn’t halved from a successful save, you can apply one of the additional following effects below against that target. Your options are determined by which Circle of the Storm Spells list you selected.

Atmospheric Wrath Options

Blizzard. The enemy’s Speed is halved and is Blinded until the end of its next turn.

Hurricane. The enemy becomes Deafened until the end of its next turn and is pushed 15 feet in any direction away from you.

Lightning Storm. The enemy takes an additional 1d6 Lightning damage and cannot take Opportunity Attacks until the end of its next turn.

Seismic Disruption Options

Earthquake. The enemy and its space becomes either 15 feet below or above the ground it was standing on until the end of its next turn.

Eruption. The enemy takes an additional 1d8 Fire damage and starts burning for 1 minute.

Tsunami. The enemy becomes Prone and drops one object it’s holding, landing 10 feet from the enemy in a random direction. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west.

Level 6: Storm Rider

6th-level Circle of Storms feature

You gain one of the following benefits based on the Circle of Storm Spell list chosen.

Handy Cumulonimbus

As a Magic action, you create a Large sized cloud within 30 feet of you in a space of your choice and lasts for 1 minute. The cloud has Immunity to all damage and Conditions. At the start of each of your turns you can move the cloud 30 feet in any direction of your choice (no action).

The cloud can enter and occupy the same space as another creature and the area it occupies becomes Heavily Obscured. You can choose to have the cloud carry up to two Medium or smaller creatures occupying the same space as, in which the occupants stand above the cloud.

Tectonic Surf

As a Magic action, you can create a 15 foot radius Square centered on yourself on a portion of ground you are standing on. The square is at least 1 foot deep and moves underneath with you on your turns for 10 minutes. Any objects or creatures that are currently on or end its turn on the platform are moved with you.

If the platform touches a vertical surface, you can move with the platform in any direction along the vertical surface while the platform remains oriented parallel to the ground. Any trail left by the platform becomes Difficult Terrain.

Forecast Report

6h-level Circle of Storms feature

You developed a strong sense for when a storm or natural disaster is impending. When you finish a Long Rest, you can learn the exact weather conditions for the next 10 hours of the area within 10 miles of where you finished your Long Rest. If you sense there will be a storm, you know exactly what kind it is, how powerful it will be, and if it is of magical origin.

Level 10: Swelling Pressure

10th-level Circle of Storms feature

As the battle intensifies, so does the strength of your storms. After rolling Initiative, if you or a creature you summon misses at least one attack by the start of your next turn or an enemy succeeds on a saving throw against a spell you cast, you gain a Pressure die. Your Pressure die is a d6.

Whenever you deal damage to a target, you can roll any number of Pressure dice to add to the total damage of the roll against that target. You can have a number of Pressure dice equal to your Wisdom modifier. The number of Pressure die you have disappears whenever you finish a Long Rest.

Level 14: Weather Master

14th-level Circle of Storms feature

You have mastered the forces of land and sky. You gain one of the following benefits based on the Circle of Storm Spell list chosen.

Earth Shocker

You can cast Earthquake without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting, and the spell ends early if you cast it again.

Sky Weaver

You can cast Control Weather without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 8 hours for that casting, and the spell ends early if you cast it again.

Circle Of Storms Image

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