Circle of the Gale
A single, lone traveler is walking down the road, when bandits emerge from the bushes and demand his belongings. Before they can react, he has disappeared with the wind.
A contracted mercenary looks to the sky, reading the clouds and listening to the birds' songs. He accurately deduces the direction that his mark's airship has taken.
A teacher and her apprentice are sparring in an open field. The teacher makes the wind pick up and knock the apprentice over, and the two share a laugh.
Members of the Circle of the Gale come from all walks of life, but all share an affinity to the wind. Be they wanderers, investigators, or researchers, the desire to explore and learn in one way or another is inherent to them. Secrets whispered to the wind are not always kept.
Tame the Wind
Starting at 2nd level, you gain a modicum of control over the air around you, and the ability to talk to the beings carried by it. You learn the Gust cantrip if you don't already know it, and you learn to speak, read and write Auran.
Harness the Wind
Also at 2nd level, the magic of your circle lets you bend the air in your immediate area to serve you for a short time. As a bonus action, you can expend one use of your Wild Shape feature to enter a stormy state in which winds violently fly around you. While in this state, you gain the following benefits:
- You gain a bonus to Dexterity saving throws equal to your Wisdom modifier.
- Opportunity attacks against you are made with disadvantage.
- Once per turn, when you damage a Large or smaller creature, you can create powerful winds to forcefully move it around the battlefield. The target is pushed up to 10 feet in any direction of your choice.
This stormy state lasts one minute, and then ends unless you expend another use of Wild Shape (no action required) to make it last one more minute. It ends early if you're incapacitated or if you die.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your druid cantrips in place of one of those attacks.
Sky Fracture
At 10th level, you seamlessly incorporate the wind into your fighting style. When you take the Attack action on your turn, you can cast the Gust cantrip as part of the same action.
Hurricane
By 14th level, you can become one with the wind, granting you access to powerful wind magic.
The following spells are added to the druid spell list for you, if they're not already on it, you always have them prepared, and they don't count against the number of spells you can prepare each day. You can cast each of them once with this feature without expending a spell slot, and regain the ability to do so whenever you finish a long rest.
Hurricane Spells
| Level | Spell |
|---|---|
| 1st | Feather Fall |
| 2nd | Warding Wind |
| 3rd | Wind Wall |
| 4th | Freedom of Movement |
| 5th | Steel Wind Strike |
After you cast one of your Hurricane spells with this feature on your turn, you can make a melee weapon attack as a bonus action.

