Druid
Base Class: Druid

Those who follow the circle of the sky embrace freedom and what greater freedom is there than soaring through the air on the winds of nature.

Birds of a Feather

When you choose this circle at 2nd level and you use your wildshape ability, you can ignore the flying restriction for beasts before druid level 8, so long as that beast is of CR 0 (or CR of 1/4 or lower at 4th level in this class). While you're transform into a creature that has a natural flying speed using your wildshape, you can increase their flying speed by 10ft.

Additionally you have an extraordinary affinity with the beasts of the air. You can communicate simple ideas with beasts that have a natural flying speed. They can understand the meaning of your words, though you have no special ability to understand them in return.

Wind Blast

Starting at 2nd level, you learn the Gust cantrip. If you already know this cantrip, you can learn an additional cantrip from the druid spell list. When you cast this spell it gains the following benefits and options:

  • When you target a creature to push them back, if they fail, you can push them back up to 10ft instead of just 5ft.
  • You can double the maximum weight limit of an object that can be pushed by this spell.
  • You gain the option to create a wind blast in a 15ft cube around a point you choose within range. The wind blast extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
  • You gain the option to create a short ranged circular wind blast centered on yourself. Each creature within 5ft of you must make a Strength saving throw, and are pushed back up to 5ft straight away from you if they fail.  

Starting at 8th level in this class you can use the 'Gust' cantrip while Wild Shaped into a creature with a natural flying speed and a CR of 1/4 or greater.

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to some spells related to the sky.

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.

Sky
Druid Level Spells

3rd

gust of wind, warding wind

5th

call lightning, fly

7th

freedom of movement, storm sphere

9th

control winds, steel wind strike 

Light as a Feather

Starting at 6th level, you learn the Feather Fall spell as a circle spell for you and is always prepared. Additionally, if you choose to only target yourself with the spell you do not use a spell slot. If you're wild shaped into a creature with a natural flying speed, you can still cast Feather Fall while wildshaped (ignoring all the spell's components).

Reach for the Sky

Also at 6th level, when you or a creature of your choice within 10ft of you make a standing high, or long jump you do not halve the distance covered. Additionally, when you or a friendly creature of your choice within 10ft of you makes a high jump, the maximum distance covered can be increase by a number of feet equal to your Wisdom modifier.

Wind Warrior

When you reach 10th level, you can bend the flow of the wind around you to benefit you and hamper your foes. You gain the following abilities to aid your pursuits to that end:

  • You and are immune to damage caused by high winds, and can not be pushed back, slowed, knocked prone, blinded, or deafened by them. Your voice can be carried by the wind. Creatures who are deafened by high winds can still hear you if you so choose. While you are not underground or indoors you can make the volume of your voice boom up to three times as loud.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Sky Climber

When you reach 14th level, you gain a magical flying speed of 40ft. If you wildshape into a creature that lacks a natural flying speed you can give that creature a magical flying speed of 20ft. Also if you cast the Fly spell on yourself, or another creature, you can increase your flying speed by an additional 20ft while you're concentrating on the spell.

Once on each of your turns, if you dive at least 30 feet toward a target and then hit it with a melee weapon attack (this includes natural weapons gained while wildshaped), the attack deals an extra +1D8 weapon damage to the target.

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