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# Circle of # Catastrophe The Circle of Catastrophe is inhabited by druids whose power takes on a more destructive form. These druids seek to emulate the devastating force of nature that is natural disasters. Although destructive, druids choose to enter this circle mainly serve as elemental guardians of nature. When not using their powers to destroy, Circle of Catastrophe druids tend to travel to places ravaged by natural disasters. When they arrive at these places, they can use their abilities to keep the wrath of nature at bay. Who better to protect those affected by natural disasters than those who with the power to create them? #### Create Disaster Starting at 2nd level, you gain the ability to invoke the destructive power of nature. As a bonus action, you call upon nature to smite your foes and create a mini natural disaster. You may create one of the following: **Earthquake.** You create a tremor on a 5 foot square point you can see within 30 feet of you. Creatures on that point must make a Strength saving throw. On a failed save, they take 1d8 bludgeoning damage and are knocked prone. On a success, they take half as much and are not knocked prone. **Tsunami.** You create a gush of water targeting one creature you can see within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d6 bludgeoning damage and are pushed 5 feet away from you if the creature is Large or smaller. **Eruption.** You create a mini eruption on a 5 foot square point you can see within 30 feet of you. Creatures on that point must make a Dexterity saving throw. On a failed save, they take 1d6 fire damage and are blinded until the start of your next turn. On a success, they take half as much and are not blinded. **Blizzard.** Until the start of your next turn, you create a small storm with a 5 foot radius on a point you can see within 30 feet of you. Ranged attacks launched at targets behind the storm are made at disadvantage and creatures that start their turn in the storm must make a Constitution saving throw. On a failed save, they take 1d6 cold damage. On a success, they take half as much. You may create a miniature natural disaster a number of times equal to your proficiency bonus, and you regain all expended uses of this feature when you finish a short or long rest. #### One with the Elements Starting at 6th level, you have gained the ability to constantly channel the power of nature within yourself which you can use to circumvent various harsh natural phenomenon. You become immune to extreme weather, difficult terrain caused by uneven terrain, ice, and wind does not affect you, and heavy rain and fog does not obscure your vision.
#### Elemental Invocation Starting at 10th level, you gain the ability to draw power from natural forces around you to enhance your elemental powers. When you use your Create Disaster feature or cast a spell that deals bludgeoning, cold, fire, lightning, or thunder damage, you may add your Wisdom modifier (minimum of one) to one of its damage rolls. #### Eye of the Storm Starting at 14th level, you can summon a storm around you that assails your enemies and protects your allies. As an action, you can summon the eye of the storm around you causing a massive storm to circle you for 1 minute or until you are incapacitated. For the duration, the area within 60 feet of you is considered difficult terrain, all ranged attacks that creatures in the area are made at disadvantage, and other creatures that start their turn within 60 feet of you take 2d6 slashing damage from the cutting winds. When you use this feature, you may select a number of creatures you can see up to your Wisdom modifier (minimum of one) to be immune to this feature. Once you use this feature, you can not use it again until you finish a long rest.
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> [Source](https://www.artstation.com/artwork/0LYvY) Image by [Bogna Gawrońska](https://www.artstation.com/denikina)
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