Subclass - Druid - Circle of Storms

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Druid

Circle of Storms

Druids within the Circle of Storms often hail from areas where communing with the spirits of the wind are easiest, for example near the sumit of tall mountains or vast open plains or deserts. These druids, can manipulate the winds around them to help control the weather to meet the needs of their surrounding area or current situation.

Circle Spells

2nd-level Circle of Storms feature

You have developed an understanding of how the wind flows and have learned to manipulate the currents to your own needs. Your understanding grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Storms 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.

Circle of Storms Spells
Druid Level Spells
2nd Fog Cloud, Thunderwave
3rd Gust of Wind, Warding Wind
5th Call Lightning, Wind Wall
7th Ice Storm, Storm Sphere (Wizard)
9th Control Winds, mass cure wounds

Cyclone Barrier

2nd-level Circle of Storms feature

As the winds you manipulate flow around your body, you can create a protective barrier of wind between you and appraoching creatures.

As an action, you can expend a use of your Wild Shape feature, rather than transforming into a beast form, a 10 foot radius sphere of strong wind circle around your body and you gain the following benefits:
A creature moving through these winds treat the area as difficult terrain.
When a creature must make a Dexterity saving throw against your spell save DC, or is knocked prone by the wind.
Your AC increases by 2 against ranged attacks as the winds push projectiles away from you.

These benefits last for 1 minute, or until you use your Wild Shape again.

Tailwind

6th-level Circle of Storms feature

You are able to manipulate the winds in your favour to aid your movement. You can expend a use of your wild Shape Feature, rather than transforming into a beast form, you can target a number of creatures equal to half of your Druid level (rounded down). These creatures gain a tailwind on their back, doubling their movement speed. The benefits of the tailwind last for 1 minute, or until you use your Wild Shape again.

Call of the Storm

10th-level Circle of Storms feature

While your Cyclone Barrier feature is active, whenever you deal Lightning or Thunder Damage to a target, you can add an additional D8 damage of the same type to any damage rolls.

Additionally, if the damage type was lightning damage, lightning arcs and jumps to a nearby creature of your choice. You can deal 1d8 lightning damage to any creature of your choice who is within 5 feet of each creature that took lightning damage from the original spell.

Updraft

14th-level Circle of Storms feature

While your Tailwind feature is active, you can use your bonus action to gain a fly speed that replaces your current walking speed until the start of your next turn.

While at least 5 feet off the ground using this effect, you gain a bonus to your AC equal to your Wisdom modifier.

If you are still in the air while this effect ends, you begin to fall at a normal rate.

ERILAR | CLASSES & SUBCLASSES | DRUID
A dwarven Circle of Storms Druid in the Shatterspine Mountains

Part of the

world of

Erilar

The Circle of Storms Druid, along with other classes and subclasses are part of the world of Erilar.

Character Art: Artem Grigoryan

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