Base Class: Druid
The storm is like a wild beast unable to be tamed. But there are those who pledge themselves to understanding and exemplifying the chaos, tumult, and raw destructive power of the tempest. These are the Storm Callers, and they shall become the Storm.
Tempest Teleportation
2nd-level Circle of the Storm Caller feature
You can use a bonus action to teleport up to 15 feet away to an unoccupied space you can see. Then each creature within 5 feet of the space that you left must succeed on a Dexterity saving throw against your spell save DC or take 1d4 thunder damage.
If you are outdoors in stormy conditions when you use this feature, the distance you can travel increases to 30 feet. Additionally, the thunder damage from your teleportation increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Thunderbeast Transformation
2nd-level Circle of the Storm Caller feature
You can empower your Wild Shapes with the might of a raging storm. As part of your Wild Shape transformation or as a bonus action while transformed, you can become like a Thunderbeast of yore. While you are a Thunderbeast, your appearance resembles dark & roiling clouds, sparks leap from you, and you gain the following benefits:
- You gain 3 temporary hit points for each level you have in this class.
- When you deal your Tempest Teleportation damage, roll the damage die a second time and add it to the total.
- Your melee attacks deal an extra 1d6 lightning damage to any target they hit.
These benefits last for 1 minute, until you are no longer Wild Shaped, or until you use your Wild Shape again. You can become a Thunderbeast a number of times equal to your proficiency modifier per long rest.
Circle Spells
2nd-level Circle of the Storm Caller feature
Your familiarity with the tumultuous magic of the world grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Storm Caller's Spells table.
Once you gain access to one of these spells, 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.
Circle of the Storm Caller's Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | mage armor, thunderwave |
| 3rd | shatter, warding wind |
| 5th | haste, lightning bolt |
| 7th | elemental bane, storm sphere |
| 9th | control winds, maelstrom |
Embody the Storm
6th-level Circle of the Storm Caller feature
Your connection to the storm clouds and thunderbeasts allows you to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, you have resistance to lightning and thunder damage, and when you make an attack in your Thunderbeast form or cast a spell that deals lightning or thunder damage, you can add your Wisdom modifier to one lightning or thunder damage roll of that spell against one of its targets.
Living Lightning Wild Shape
10th-level Circle of the Storm Caller feature
You can expend two uses of Wild Shape at the same time to transform into a living lightning bolt. (See Eberron: Rising from the Last War , pg. 299.)
Herald of the Skies
14th-level Circle of the Storm Caller feature
You have learned to speak with the clouds themselves. You know the skywrite spell and can cast it at will. When you do, you imbue the clouds (within part of the sky you can see) limited sentience, giving them the ability to communicate with you and follow your simple commands. You can question clouds about events they've seen within the past day, gaining information about creatures that have passed, weather, and other circumstances.
Previous Versions
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3/4/2021 1:03:14 PM
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3/4/2021 1:25:38 PM
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1.1
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3/4/2021 6:26:13 PM
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18
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1.2
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Coming Soon
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