Druid
Base Class: Druid

The Weather Shamans are the guardians of the wild places in the world, through the sheer force of the weather around them. Spending most of their time away from others and in areas where raging storms ravage the lands and environments. The Ancient ways of control the weather is a lost art and only a few actually retain the ability to harness the power of the sheer destructive force of nature. 

These Druids have not forsaken the sacred Druid circles rather they have gone off on their own. Some even say that more and more Weather Shamans are appearing in the lands of late. Some even say that they will soon see another circle be discovered if the weather shamans continue to increase in numbers

Additional Spells

  1. 3rd Level | Gust of Wind | Warding Wind
  2. 5th Level | Fireball | Lightning Bolt
  3. 7th Level | Ice Storm | Storm Sphere
  4. 9th Level | Destructive Wave | Maelstrom 

 

 

 

Storm Sense

Starting at 2nd level, the druid now has an uncanny sense of where storms are coming from and how long before they hit. In addition to the bonus spells that the Weather Shaman gains he also gains Shocking Grasp and [Tooltip Not Found] as cantrips that does not count against their cantrips known. 

Storm Caller

Starting at 3rd Level, the Weather shaman can now cast particular spells as Bonus action spells. Understanding the storms of all types you now gain the ability to bring the forces of those storms to you faster than normal. The Weather Shaman starts with Lightning based spells at 3rd Level, then gains Thunder based spells at 6th Level, than Cold spells at 9th Level, and finally Fire spells at 12th Level. This mastery comes slowly but becomes the weather shamans greatest strength. 

Flash Flame

You can now cast fire spells as Bonus actions

Ice Spout

You can now cast Cold Spells as bonus action

Lightning Rod

You can now cast Lightning based spells as a bonus action

Thunder Stick

You can now cast thunder spells as Bonus Actions

Weather Vane

Starting at 6th level, the weather shaman starts to become resilient to the forces he wields. 

When you first get this you gain one resistance of your choice, the subsequently at level 10, 14, 18 you get to pick another 

Cold Restsitance

You now gain resistance to cold damage

Fire Resistance

You now gain resistance to fire

Lightning Resistance

You gain resistance to lightning damage

Thunder resistance

You now gain resistance to Thunder damage

Storms Fury

Starting at 10th level, the weather shaman now has control over the elements. The druid can now combine to elemental effects into his spells but this comes at a cost. The druid can only mange this a few times a day and he must choose how he chooses to do this from the following effects 

  • Monsoon - The druid can now cast a heavy rain and Lightning strikes, the effect is as followed. The rain heals and the Lightning Damages, this covers a 30 Ft. cylinder
    1 Action
    Healing Rain - Heals 2d8 + WIS MOD
    Lightning Damage - 4d8 Lightning Damage
  • Cataclysm - The druid can now stomp on the ground and cause an uphevel of earth and blast of steam to hit his foes. This effect knocks the enemies down and deals fire damage in a 40 Ft line attack. 
    1 Action
    Dexterity Saving throw vs Spell Save DC 
    Failing the roll target(s) Take 3D6 Fire Damage, and are knocked prone. Success on the save Target(s) take 3D6 Fire Damage
  • Elemental twist - The druid can now change his evocation spells to a different type of damage. The druid must pick between, Lightning, Fire, Thunder, Cold
    1 Bonus action
    Duration: 1 Round equal to WIS MOD
    the druid may choose to change the Type every round, but is stuck with the change till the begin of their next turn. 

You may use this ability 2/day

 

Monsoon - Is An Action
The Healing Rain heals for 2D8 + Wisdom Modifier
Lightning Damage is 4d8 Lightning damage
Cataclysm - is an Action
Dexterity Saving throw vs Spell Save DC 
Failing the roll target(s) Take 3D6 Fire Damage, and are knocked prone
Elemental twist - Bonus action - Last for 1 round per Wisdom Modifier 

The Prefect Storm

Starting at 14th Level, The druid can now manipulate storms and bring them down on his enemies head. When using this ability you use the Spell Control Weather, the spell works as it stats with these changes. 

  • Range of the spell is 1 Mile
  • Cast time 2 Rounds
  • The change in weather is instant
  • You can drum up 2 effects at once, see examples below, choose two things to change from the 3 tables. The changes can be on different tables. 
  • The damage on the spell is always 8d10, the damage type depends on the storm you bring in. Any that is not with in 15 Ft of the Druid must make a Dexterity save, successful Save they take Half damage, Failed takes full. 
  • The storm last for 1 round per a WIS Modifier

EX. Fire Tornado ( Manipulating Wind and Temperature ), Electric Tsunami ( Precipitation and Wind ), Frozen Lightning storm ( Temperature and Wind ) You and the GM should decided on what effects happen and what damage types happen. It is Plausible for a Fire tornado to create a Fire damage and a Knock Down effect, where a Frozen Lightning storm deals cold damage and Lightning damage. 

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2018 2:04:17 AM
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1.0
Coming Soon

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