Druid
Base Class: Druid

Druids of the Circle of Winds are known to be high-energy socialites with unquenchable thirsts for exploration of both the world and themselves. Most Circle of Winds druids would consider themselves nomadic, however some enjoy settling down near rolling hills, mountain peaks, or torrential coastlines. There is no such thing as a trapped druid of the Circle of Winds. 

Bonus Cantrip

When you choose this circle at 2nd level, you learn the gust cantrip.

Aurai Companion

You gain the service of an Aurai, a spirit of the winds that takes an avian form you choose: blood hawk, eagle, hawk, owl, raven, or vulture. The Aurai has the statistics of the chosen form, though it is a fey instead of a beast.


Your Aurai obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the Aurai where to move (no action required by you). You can use your action to verbally command it to take the Dash, Disengage, Dodge, or Help action.


When the Aurai drops to 0 hit points, it disappears, leaving behind no physical form. You can summon it back using a ritual that takes 1 hour to perform, during which you may
choose a new form for the Aurai.


Additionally, as an action, you can see through your Aurai's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the Aurai has.
During this time, you are deaf and blind with regard to your own senses.


Finally, when you cast a spell with a range of touch, your Aurai can deliver the spell as if it had cast the spell. Your Aurai must be within 100 feet of you, and it must use its reaction to
deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

 

Circle Spells

Your mystical connection to the wind infuses you with the ability to cast certain 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 the druid spell list, the spell is nonetheless a druid spell for you.

Sky Save

At this point in your journey you have learned that what goes up, must come down. Beginning at 6th level, you can use your reaction to reduce any fall damage by five times your druid level.

Weather Patterns

Just like the weather, your movements in battle become difficult to predict. When you reach 10th level, you and take the dash, disengage, or dodge action as a bonus action on each of your turns.   

Windstorm

When you reach 14th level, as a bonus action, you summon mighty winds around yourself to ward off or protect against your enemies for up to 1 minute. The winds appear in a 10 foot radius sphere centered around yourself. The area within the winds is considered difficult terrain. You may invoke an action to force any enemies in the storm to make a Strength saving throw equal to 14 + your spellcasting modifier or be pushed 20 feet in the direction of your choosing. You may choose any number of creatures in the area equal to your proficiency bonus to ignore the effects of your Windstorm. Once you use this feature, you cannot use it again until you finish a long rest. 

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