Circle of Sky Druid
Druids of this circle are experts at making the best use of the tools that they are given. Whether by manipulating the air around them or by making use of the powers of a carefully chosen flying creature, they can never be truly left defenseless. They are found everywhere, but most enjoy living in windy places such as mountaintops or near the coast. However, they tend to be just as flighty as the winds and never stay in one area for long.
Windstrider Form
Your connection to the skies allows you to take the form of creatures that can soar through the air. Starting at 2nd level, you gain the following benefits:
- You ignore the limitation barring you from transforming into a beast with a flying speed.
- When you transform into a beast with a flying speed, you gain 3 temporary hit points for each druid level you have.
- When you deal damage as a beast with a flying speed, you deal an extra 1d4 bludgeoning damage. This increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Circle Spells
Your link with the spirits residing in the skies grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Sky 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 Sky Spells Table
| Level | Spells |
|---|---|
| 3rd | Gust of Wind, Levitate |
| 5th | Fly, Wind Wall |
| 7th | Freedom of Movement, Storm Sphere |
| 9th | Cloudkill, Control Winds |
Disruptive Call
By 6th level, you have discovered that you can distract your enemies by drawing their attention to the air as you fly overhead. As a bonus action on your turn you may let out a great noise, perhaps a loud buzzing if you are a Giant Wasp or a threatening squawk if you are an Eagle. Each creature that you choose within a 30-foot radius must make a Wisdom saving throw against your druid spell save DC. On a fail, you successfully draw their attention and the next attack roll made against them until the start of your next turn has a bonus equal to your Wisdom modifier (minimum 1). You may do this a number of times equal to your Wisdom modifier (minimum 1) and regain all uses after a long rest.
Master of Skies
By 10th level, you have mastered the art of manipulating the air around you and flying becomes effortless. You and your Wild Shape forms gain a flying speed of 15 feet. If you or one of your forms has a flying speed from another source, it increases by 15 feet.
Concealing Wind
By 14th level, you can cause nearby winds to pick up, creating a protective high-speed sphere of air that encompasses you. You can take the Dodge action as a reaction to a creature making an attack roll against you. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and regain all expended uses when you finish a long rest.
Art Credit
Image by rhigu on Deviant Art
