Base Class: Druid
The Circle of the Storm is made up of stormborns. Some of them carry the Primordial power of the Djinni or the Marid and others were born during a thunderstorm. Found living in coastal and deserted lands, most of these druids have found a way to mingle into the ''modern'' society and have adapted living in citys, mastered the way to camouflage their powers or use them to their benefit.
Legends speaking of the Stormborn druids.. when unexplained storms make their appearance in the driest lands or the most calm seas..
The stormborns are loners, they don't form a tribe as most of them don't know the existence of others. They respect nature, but have learned adapt, so the use of metal is not a surprise. The storm druids are usually Chaotic in nature and can follow any Alignment, depending if they worship a deity or nature itself.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional cantrip of the list below:
lightning lure, shocking grasp or thunderclap
Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditating to the electric energy that is crackling from inside. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical electric energy infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your powers.
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 |
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3rd |
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5th |
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7th |
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9th |
Storm Tamer
At 6th level, you gain resistance to lightning and thunder damage. In addition, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
Storm's Wrath
Starting at 10th level, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage when not assuming a beast form, stormy magic erupts from you. When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker(the damage equals your druid level) or creatures of your choice that you can see within 15 feet of you to take lightning or thunder damage equal to half your sorcerer level. (Choose each time this ability activates)
Beast of the Storm
At 14th level, you gain immunity to lightning and thunder damage.
Your connection to nature has grown and you are now able to expend two uses of your Wild shape, to assume the form of the Beast of the Storm. You may only pick one type of beast you can transform into, either winged or underwater beast. You may not pick your beast type depending on the circumstance you want to use it for.(Can be any winged or underwater ''beast'' form of your imagination, in discussion with your DM/GM.)
Beast of the Storm(Land Version)
Large beast, your alignment (Can be any winged ''beast'' form of your imagination, in discussion with your DM/GM. If your beast has another form of attack, that doesn't include grappling or the use of spells. Consult with your DM for the best way to tweak the Claw/Talons/Bite/Beak/Tail attack action.)
Armor Class 14 (natural armor)
Hit Points 63 (9d10 + 18)
Speed 30 ft., fly 90 ft
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
Skills. Perception +7, Stealth +5
Damage Resistances. bludgeoning, piercing, and slashing from magical attacks
Damage Immunities. lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Senses. Darkvision 120 ft., passive Perception 15
Languages. Auran and understands all languages you are proficient with but can't speak any of it.
Challenge --
Keen Hearing and Sight. The beast has advantage on Wisdom (Perception) checks that rely on hearing or sight.
ACTIONS
Talons/Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing(or slashing for claw) damage and 1d8 lightning damage.
Beak/Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 20 (2d10 + 4) piercing damage and 1d8 lightning damage.
Lightning Breath. (2/Short Rest). The beast exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 19 (5d6) lightning damage on a failed save, or half as much damage on a successful one.
**Restrictions:** When you reach level 18 and you gain the Druid class feat Beast spells, you are restricted to only use the following cantrips and spells given to you by the Circle of the Storm, when using the Beast of the Storm wild shape feature. The cantrips you have learned lightning lure or thunderclap and the spells shatter, lightning bolt, storm sphere and destructive wave. You can cast the spells once on the base level and are you are able to cast them again after a short rest. When you are casting the spells, you ignore the material components required.
The restrictions last until you reach level 20 and gain the druid class feat Archdruid.
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Beast of the Storm(Underwater Version)
Large beast, your alignment (Can be any underwater ''beast'' form of your imagination, in discussion with your DM/GM. If your beast has another form of attack, that doesn't include grappling or the use of spells. Consult with your DM for the best way to tweak the Claw/Talons/Bite/Beak/Tail attack action.)
Armor Class 14 (natural armor)
Hit Points 63 (9d10 + 18)
Speed 30 ft., swim 50 ft
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
Skills. Perception +7, Stealth +5
Damage Resistances. bludgeoning, piercing, and slashing from magical attacks
Damage Immunities. lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Senses. Blindsight 60 ft., passive Perception 15
Languages. Aquan and understands all languages you are proficient with but can't speak any of it.
Challenge --
Amphibious. The beast can breathe air and water.
Keen Hearing. The beast has advantage on Wisdom (Perception) checks that rely on hearing.
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 1d8 lightning damage.
Tail. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 20 (2d10 + 4) bludgeoning damage and 1d8 lightning damage.
Lightning Breath. (2/Short Rest). The beast exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 19 (5d6) lightning damage on a failed save, or half as much damage on a successful one.
**Restrictions:** When you reach level 18 and you gain the Druid class feat Beast spells, you are restricted to only use the following cantrips and spells given to you by the Circle of the Storm, when using the Beast of the Storm wild shape feature. The cantrips you have learned lightning lure or thunderclap and the spells shatter, lightning bolt, storm sphere and destructive wave. You can cast the spells once on the base level and are you are able to cast them again after a short rest. When you are casting the spells, you ignore the material components required.
The restrictions last until you reach level 20 and gain the druid class feat Archdruid.
Previous Versions
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12/28/2020 3:24:41 PM
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12/30/2020 1:24:32 PM
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5e
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12/30/2020 2:14:21 PM
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