Base Class: Druid
Druids of the Circle of the Storm use the elemental powers of storm to protect nature.
Additional Cantrip
When you choose this circle at 2nd level you learn shocking grasp.
Circle Spells
Your mystical connection to storms infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to 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 |
|
|
5th |
|
|
7th |
|
|
9th |
Storm of Revitalization
Starting at 2nd level, your connection towards storms is so strong it can heal others' life force. During a short rest, you can call down cloud that swathes your entire party in mist effectively hiding your party and any monster passing must make a Wisdom saving throw against your druid spell save DC. On a success, they can see you, but they have disadvantage on attack rolls. On a failure, you are completely invisible to them. Additionally, every member of the party regains [your class level]d4 HP.
Storm of Warning
Starting at 6th level, when you travel overland, small bits of fog and cloud (untraceable) boister you footsteps, giving you advantage on saving throws against exhaustion. Additionally, Your connection to storms can warn you of any danger, giving you a permanent +3 bonus to initiative and AC.
Heart of Storm
When you reach 10th level, your connection to storms is so powerful, you have resistance to thunder and lightning damage and advantage on saving throws against being charmed or frightened.
Storm Command
Starting at 14th level, you gain the ability to manipulate air to suit your needs. You can cast levitate and gust twice per short or long rest. Additionally, you gain the following action (recharged after a short rest):
Lightning Storm. You summon a ravenous air elemental, that for 1 minute takes the shape of a maelstrom. The maelstrom is 35 feet wide and 35 feet long and anyone within must make a strength against your druid spell save DC. On a success they remain in their space but can't move. On a failure they are sucked into the maelstrom, taking 4d6 bludgeoning damage + 6d4 thunder damage + 4d4 lightning damage. You are free to move any way you'd like. After the minute passes, the maelstrom turns into an air elemental.
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