Base Class: Druid
The Circle of the Storm is typically composed of families, as their talents are traditionally passed down to their children. Within these families, Storm Druids are raised to value rain and all it gives to the land, as without it the world would be dry and barren. Additionally, they are very tied to tradition and folklore, which may be of interest when you are discussing your character with your DM- perhaps they believe in a beast that hunts the sky during downpours, or a cryptid that protects their family when lost. Among these traditions, there is bound to be a consistent theme of stormy weather.
Mark of the Monsoon
At 2nd level, you gain the following attributes:
- If rain would normally limit your perceptive abilities while making a check focused on sight, this limit is negated.
- You can sense when rainfall is coming a day before it occurs in the area.
- You can understand and speak to a cloud, as long as it is within 10,000 feet above you. The cloud can respond in a like manner, though cannot comprehend complex concepts. This ability can be used once per day.
- You know the spell shocking grasp. It is always prepared and does not count against the number of spells you can prepare each day.
Tempest Beast
At second level, your wildshape forms are made of roiling, dark smog with crackling light emanating from within. As a bonus action, you can invoke the following effects for 1 minute:
- Attackers have disadvantage on their melee attacks against your wildshape forms.
- Your attacks in wildshape form do lightning, thunder, or cold damage (your choice).
- Your wildshape forms can do an additional attack on each of their turns.
Curtain of Fog
Starting at 3rd level, you can send a ring of mist towards a creature within 60 ft. as a bonus action. The creature must make a Dexterity saving throw, with the DC equal to 10 + your spellcasting modifier. On a failure, the creature becomes blinded until the end of your next turn as the mist wraps around the creature's head. This effect can be ended by a wind speed of 15 mph or more, and you can only use it once per long rest.
At 5th, 10th, and 15th level, the amount of times you can use this feature per long rest goes up by 1.
Skin of Static and Sleet
Starting at 6th level, you can choose to become resistant to cold, lightning, or thunder damage. When you take damage of this type, you can choose to have your attacker take the same amount of damage as a reaction.
Cold Resistance
You have resistance to cold damage. Your breath feels cold and your irises have deep blue specks.
Lightning Resistance
You have resistance to lightning damage. Your touch causes objects to feel slightly warmer, and your irises contain golden specks.
Thunder Resistance
You have resistance to thunder damage. Your voice, when loud, echoes and contains the sound of a deeper, gravely voice matching your every word. Your irises contain black specks.
Shocking Blast
When you reach 10th level, you can add an additional shock to your attacks. Upon successfully damaging the target of a nonmagical attack, you can add an additional 1d6 + (your Wisdom modifier) lightning damage to the attack as a bonus action. Not only this, but for the next 1d8 rounds on your turn, the target takes the same amount of lightning damage from this feature.
This feature can be used 4 times per long rest. At level 15, the damage die changes from d6 to d8.
Nimbus Aura
When you reach 14th level, you can now extend your gifts to allies within 30 feet as an action. For 1 minute, these allies get 10 temporary hit points, an additional 1d4 lightning, thunder, or cold damage to their nonmagical attacks (your choice), and are unable to be frightened. One may visualize this connection as sparks of light arcing from you to your allies.
You can use this ability 2 times per long rest. At 18th level, this increases to 3 times per long rest.
Previous Versions
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