Base Class: Druid
Druids of the Circle of Rain are closely connected to and in full control of the weather surrounding them. They are often seen as heralds of good fortune, as their communion with the rain allows them to bring cleansing and soothing downpours down over the lands.
Druids from this circle might spend their days travelling the lands, aiding nature with their sacred powers where needed, such as by creating an oasis in a barren desert, or by revitalizing an exhausted swathe of land.
Bonus Cantrip
Your affinity with rain and water allows you to perform minor magical tricks with it. At 2nd level, you learn the Shape Water cantrip.
Nimbus Formation
Starting at 2nd level, you have advantage on Wisdom checks made to predict the weather. As an action, you can expend 1 use of your Wild Shape feature to summon forth a rain bearing cloud within 100 feet of you with a radius of 20 feet for 1 minute. The cloud appears 60 feet up in the air or pinned against the roof of any enclosed space you're in and subsequently begins to rain down water on the area it covers. You can use your action to move the cloud up to 15ft or to dismiss the cloud. upon initial use of this feature, you may choose a type of rain the cloud produces from the options below. This rain type may not be changed throughout the duration.
Soothing Rain. The cloud bears rain capable of soothing injuries and bolstering allies. Each creature you designate that is within the rain gains resistance to fire damage and temporary hit points equal to your druid level at the start of each of their turns.
Vitalizing Rain. The cloud harbors rain that causes plants to rapidly grow and thrive. As an action on each of your turns, you may choose to cast either the Entangle or Spike Growth spell without expending a spell slot. The effects of these spells last only until the start of your next turn however, but don't require concentration nor affect allies.
Acid Rain. Rain from the cloud contains a magical aspect causing harm to any creature with ill intentions towards you, your allies or nature. Creatures you designate that end their turn within the rain have to make a constitution saving throw against your spell save DC, taking Acid damage equal to your Druid level on a failed save, or half as much on a successful one.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Rain Spells table. Once you gain access to one of these spells, 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.
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Cumulonimbus
By 6th level, you gain more control over your Nimbus Formation feature and it's properties are enhanced. It's radius increases to 30 feet and while within the rain, you gain the following benefits:
- Spells you cast with the range of touch can be cast on any creature within the rain.
- When you cast a spell that deals Cold damage, creatures underneath the rain have disadvantage on their saving throw.
- When you cast a spell that deals Lightning damage, creatures targeted by that spell underneath the rain take bonus Lightning damage equal to twice your proficiency bonus.
Respite of Rain
By 10th level, the rain has become your sanctuary and you are at home in it. The radius of your Nimbus Formation feature increases to 40 feet. Additionally, you gain the following benefits while within the rain:
- You know the location of every creature within the rain.
- Ranged attacks from within the rain against you are made with disadvantage.
- Opportunity attacks from with the rain against you are made with disadvantage.
Comments