Base Class: Druid
The Circle of the Sky is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of clouds to become one with the wind. The circle's wisest members preside as the chief priests of communities that hold to the Ancient Faith and serve as advisors to the rulers of those folk.
Bonus Cantrip
When you choose this circle at 2nd level, you learn the Gust cantrip.
When you cast this spell you gain the following benefits:
- The maximum weight you can push with this spell is doubled
- When you push a creature back you may push them up to 10ft.
Sky Treader
At 1st level, the forces of the sky grant you the ability to strengthen your wild shape, allowing you to bypass the flying restriction for beasts as long as they are CR 0. While you're transform into a creature that has a natural flying speed using your wildshape, you can increase their flying speed by 5ft.
Circle Spells
Your mystical connection to the sky infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to these circle spells.
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.
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3rd |
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5th |
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7th |
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9th |
Control Winds, [Tooltip Not Found] |
Sky's Descent
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 may cast it without using a spell slot.
Sky's Ward
When you reach 10th level, you are immune to the Deafened, and you can't get pushed unwillingly
Windstorm
When you reach 14th level, you gain a flying speed equal to 25ft. Additionally, you can, as a bonus action, make the area of 15ft around you become difficult terrain for a number of creatures up to your proficiency bonus as long as you are not unconscious. Finally, as a reaction, you can make a creature that is huge or smaller and within 10 feet of you do a strength saving throw equal to your spell save DC or be pushed up to 20 feet in any direction.
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