Base Class: Druid
You have become one with the wind and air using it as connection with nature.
Bonus Cantrip
When you choose this circle at 2nd level, you learn the cantrip Gust.
Flight
You have learned to harness the air around you to give yourself the power to fly. You gain a fly speed equal to your walk speed.
Circle Spells
Your mystical connection to the air infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the Air. 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 |
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5th |
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7th |
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9th |
Wind's Rebuke
Starting at 6th level, your ability to control wind becomes reflexive defending you from attack. When a creature within 5 feet of you hits with an attack it must make a strength saving throw or be pushed back 10 feet and fall prone.
Improved Wind's Rebuke
Starting at 10th level, your reflexive control over the air improves, When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to push the creature 15 feet back and deal an additional 3d10 thunder damage. On a failed strength save for your wind's rebuke ability.
You can do this an amount equal to your proficiency bonus per long rest.
Sky's Champion
When you reach 14th level, your commanding power over air makes you stronger against air elementals and flying beasts afraid of you. All flying beasts within 30 feet of you must make a wisdom saving throw or become frightened of you for 1 minute. A creature can repeat it's saving through at the end of each of its turns. On success, the creature is immune to this effect for 24 hours.
You are resistant to all damage done to you by air elements.
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