Base Class: Druid
The Circle of Sky is made up druids that tend to be both reclusive and curious. They may be found in hidden Circle Enclaves atop mountain peaks and windswept bluffs, and above all else value freedom. Enclaves keep in frequent contact with one another, and many take on a nomadic style of life in their attempt to see the world. In any case members are content to observe as much as possible of the world from the peaks and skies, compiling information, histories, and secrets; and they usually prefer to leave no trace behind. However, those that invoke their wrath, often unknowingly, are seldom afforded the chance to see it coming.
Wind Touched
Whenever you cast a spell of first level or higher, you can choose one of the following effects:
§ Take Flight: you rise 10 feet into the air without provoking opportunity attacks. You return to the ground at the start of your next turn.
§ Buffeting Wind: you cause one creature you can see within 15 feet of you to make a Strength saving throw. On a failed save the creature is pushed 10 feet in any direction you choose.
§ Swirling Shield: you shroud your self in a layer of swirling wind, gaining +2 AC until the start of your next turn.
o You may use a Wind Touched effect up to a number of times equal to your Wisdom Modifier.
o You regain all expended uses at the end of a short or long rest.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the Wind and 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 your druid spell list, the spell is nonetheless a druid spell for you.
o 3rd level
§ Feather Fall (1st level spell), Warding Wind
o 5th level
§ Gaseous Form, Wind Wall
o 7th level
§ Freedom of Movement, Greater Invisibility
o 9th level
§ Control Winds, Cone of Cold
Just the Wind
As an action you cause a number of creatures equal to 1/2 you druid level within 30 feet of you to be buoyed by spirits of wind. While within 30 feet of you, effected creatures have +15 movement speed, their long jump and high jump distance is doubled, and they have advantage on stealth checks. This effect lasts for 10 minutes, until you lose concentration (as if you were concentrating on a spell) or until you dismiss it as a bonus action
Emissary of the Skies
As an action you summon a mote of wind to your hand. You may speak a message no more than 25 words into the mote. You specify a location, which you must have visited, and a recipient who matches a general description. The mote delivers the message to the creature you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. The mote can move through spaces as narrow as 1 inch and has a flight speed of 120 feet. Upon delivery of the message the mote of wind disperses.
Boon of the Heavens
You can cast the “Fly” spell at will.
o Creatures forced to make strength saving throws against your spells or your ‘Buffeting Wind’ ability do so with disadvantage.
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