Image Credit: Anila, Magus of the second Seal by SimonPape from Devian Art
Druid: Circle of Winds
The Circle of Winds represents a tribe of druids who live isolated from the outside world, high up in the mountains where the winds are strongest. These druids have honed their mastery of the wind to perfection, using it to protect their home from intruders. As a member of the Circle of Winds, you have spent your life learning the secrets of the wind and its power. You have learned to harness the winds to move with incredible speed and grace, and to create powerful gusts of wind to push your enemies away.
Circle of Winds Specialization Features
| Druid Level | Feature |
|---|---|
| 2rd | Circle Spells, Wind Shaping, Unbound Wind |
| 6th | Airborne, Air Sense |
| 10th | Windswept Protection |
| 14th | Wind Mastery |
Circle of Wind Spells
2nd-level Circle of Winds feature
Your time listening and shaping the wind infused you with the ability to cast certain spells.
When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the number of spells you prepare each day.
| Druid Level | Spells |
|---|---|
| 2nd | Feather Fall, Thunderwave |
| 3rd | Gust of Wind, Warding Wind |
| 5th | Call Lightning, Wind Wall |
| 7th | Storm Sphere, Freedom of Movement |
| 9th | Control Winds, Cone of Cold |
Wind Shaping
2nd-level Circle of Winds feature
Starting at 2nd level, you gain the ability to manipulate the air around you. You can create gusts of wind to move objects and creatures, or to propel yourself through the air. You know the Gust cantrip, but as you have a strong attunement to the wind, it has some additional effects as follows:
• You are able to cast the spell with a bonus action, and its range is extended up to 60ft.
• You can use the spell to push a creature or object up to 15ft in any direction (this can be used to propel yourself). A creature can resist the push with a Strength saving throw (huge or larger creatures have advantage on the saving throw).
• Alternatively, when you cast Gust at an enemy, you can forgo the push and instead cause 1d6 slashing damage, as you shape the wind into a sharp, razor-like edge. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
• As a reaction, you can use the spell to slow your descent when falling, negating any falling damage.
Unbound Wind
2th-level Circle of Winds feature
Starting at 2th level, as an action, you can expend a use of your Wild Shape feature to harness the power of the wind and get wreathed in swirling winds. While in this state, you can hover in place, and whenever you use your Gust cantrip to forcefully move a creature, you can choose to deal 1d8 thunder damage to it.
You can stay in this state for up to 10 minutes.
Airborne
6th-level Circle of Winds feature
At 6th level, your mastery of the wind allows you to take to the air. While you are in your Unbound Wind state, you gain a flying speed equal to your walking speed.
Image Credit: Dragonsguard Elite by Daarken from Magic: The Gathering
Air Sense
6th-level Circle of Winds feature
Starting at 6th level, you can attune your senses to the movements of creatures around you. As a bonus action, you can close your eyes and focus on the movement of the air currents. By doing so, you can detect the presence of any creature within 60 feet of you that is moving or has moved since your last turn, even if they are behind cover or invisible. This feature does not reveal the creature's identity, only their location and movement.
Windswept Protection
10th-level Circle of Winds feature
Starting at 10th level, you can summon a protective dome of swirling winds around you and your allies. As an action, you can create a dome with a 20-foot radius centered on yourself that lasts for 1 minute. While within the dome, you and your allies gain resistance to damage from ranged weapon and spell attacks. Additionally, any enemy that attempts to cross the border of the dome must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked prone.
This feature can be used once per long rest or by expending a 3rd level or higher spell slot.
Wind Mastery
14th-level Circle of Winds feature
You gain mastery over the winds, and can use an action to manipulate the weather in a 1-mile radius around you for up to 1 hour. You can change the weather to any type of wind, from a gentle breeze to a raging storm, and can control its direction, intensity, and duration. This storm create the following effects:
• Everytime you roll damage for one of you druid spells, you add 2d6 as the wind empower your magic.
• Any creatures you choose that fly within the radius of the effect, at the start of its turns, must make a Strength saving throw or be pushed back 10 feet and take 1d6 thunder damage.
This feature can be used once per long rest or by expending a 5th level or higher spell slot.
Image Credit: Wind Vale by Alayna from Deviant Art