Base Class: Druid
Druids of this Circle are unusual, in that they don't live in what is traditionally considered to be "nature". Instead, they inhabit the same places where most humanoids live: villages, towns, and even dense cities. Cut off from the wilderness, these druids focus inwards and channel one aspect of nature that is always with them – the air they breathe. Even the most developed urban areas are subject to natural weather patterns, affecting how the people there feel and behave. Wind druids are sought after by townsfolk to act as intermediaries between themselves and the elements; it is through this mediation, and through meditation, that the druid is able to retain their spiritual bond with nature.
Meditative Respiration
All druids learn breathing exercises that help to channel their power when they choose this Circle at 2nd level. During a short rest, time spent in meditation allows you to replace one of your prepared spells with another from the druid spell list. This new spell must be of a level equal to or less than the one it replaces.
Alternatively, you can choose to over-exert yourself and use this feature as one action, without taking a short rest. This causes you to gain a point of exhaustion.
Inspirited Cantrips
Starting at 3rd* level, your attunement to the winds gives you bonuses when using damaging cantrips with the Ranged attack property. You can add your Wisdom modifier to the damage rolls of these cantrips, and you no longer have disadvantage when targeting a creature at close range. Additionally, you can choose to quadruple the effective range of the cantrip, at the cost of a disadvantage to attack.
*If you're playing at home you can gain this at 2nd level, I made it 3rd here to satisfy the software algorithm
Climatic Investiture
Your spiritual connection to the air causes your powers to acclimatize much in the same way your body does when you travel from place to place. Starting at 6th level, you receive bonuses and penalties to your abilities based on the climate of your current location. Work with your DM to decide when the following effects apply to you.
Tropical climate – The oppressive humidity of the tropics numbs the senses, but the nourishing rains enable the local wildlife to flourish. When you summon a beast or transform into your Wild Shape, the resulting creature(s) spawn with the maximum number of hit points. However, you have disadvantage on Wisdom(Perception) checks, and your Passive Perception is halved.
Dry climate – The lack of moisture in the air is hostile to life, and causes extreme variation in temperature throughout the day. When your spells inflict fire damage during the day, or cold damage at night, you add your Wisdom modifier to each damage die you roll. However, when you roll a hit die during a short rest, the number of hit points you recover is automatically reduced to 1.
Temperate climate – The moderating effect of nearby bodies of water ensures stable living conditions year-round, to the benefit of local plant life. When you consume plant-based food during a short rest, you can reduce your level of exhaustion by 1 point. You cannot use your Meditative Respiration during the same rest.
Continental climate – The isolation from large bodies of water causes massive shifts in weather patterns throughout the year; living organisms must adapt or die. When you cast a spell from the Transmutation school of 1st level or higher, you can choose to forego using a spell slot. This action causes you to take 1d6 necrotic damage.
Polar climate – The bitter cold forces all living things to adopt novel strategies for survival. You gain a +10 bonus to all Wisdom skill checks, at the cost of a disadvantage to Charisma checks.
Compact Spells
Starting at 10th level, your growing bond with the atmosphere grants you an improved spatial awareness. When you cast a spell with an area of effect, you can instead choose to specifically target a number of creatures, leaving all others as well as inanimate objects unaffected. The maximum number of creatures you can choose to target is equal to your druid level plus your Wisdom modifier.
Convective Guard
At 14th level the wind is always with you, surrounding your body in a permanent light breeze. When you are attacked, this strengthens into a gale that augments your defenses. You are now immune to fire and cold damage, as well as to piercing damage from all ranged weapon attacks.
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