Druid: Circle of Storms

by CassBrews

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Druid: Circle of Storms

Druids of the Circle of Storms respect the power and majesty of tumultuous weather. A storm bears within it the potential to upend life, to wipe away anything that stands in its path. Yet, while the power of a storm is undeniable, that is not what these druids seek. The Circle of Storms instead emphasizes control, the ability to channel that great power into something of intent and purpose, not of wanton destruction.

Circle Spells

When you join this circle at 2nd level, you have formed an innate understanding of storms. Your understanding and connection 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 Circle Spells
2nd Feather Fall, Witch Bolt
3rd Rime's Binding Ice, Shatter
5th Lightning Bolt, Thunder Step
7th Control Water, Storm Sphere
9th Control Winds, Maelstrom

Storm's Endurance

You foster a raging storm inside you, granting you superior resilience. At 2nd level, your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.

Storm Form

At 2nd level, you gain the ability to harness different storm's power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a storm form, rather than transforming into a beast.

The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your storm form, choose which of the following storms you harness; your choice gives you certain benefits while in the form:

Ice Storm. While in this form, you're surrounded by perpetually falling ice and snow. The area within 10-feet of you is considered difficult terrain. Additionally, a creature that starts its turn within the area, or enters there for the first time on a turn, must make a Constitution saving throw. On a failure, a creature takes cold damage equal to 1d6 + your Druid level, or half as much damage on a success.

Thunderstorm. Dark clouds surround you, flashing with lightning and the sounds of rolling thunder. While in this form, can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls of your unarmed strikes, which deal 1d6 thunder damage. Once on each of your turns when you hit a creature with an unarmed strike, you can deal an extra 1d6 lightning damage to that target. You may make 1 unarmed strike as a bonus action on your turn.

Windstorm. While in this form, rain and wind swirl around you, battering anything that comes near. Ranged attack rolls have disadvantage against you. Additionally, once per turn, when you hit a creature with an attack or it fails a saving throw against one of your spells, you can choose to push it up to 15-feet away from you.

Tempest Body

At 6th level, the storm within you grants you even greater resilience. Whenever you finish a short or long rest, choose cold, lightning, or thunder damage. You gain resistance to that damage type until your next rest.

At 14th level, this resistance becomes immunity.

Mounting Storm

At 10th level, the power of your storm form has grown. You gain the following benefits:

Ice Storm. The cold damage increases to 1d8 + your Druid level. When a creature fails its Constitution saving throw, its speed is halved until the start of its next turn, and it has disadvantage on Dexterity saving throws.

Thunderstorm. The damage of your unarmed strikes increases to 1d8. When you take the Attack action on your turn and make at least 1 attack with an unarmed strike, you may make 1 additional unarmed strike as part of that action.

Windstorm. When you push a creature after hitting it with an attack or it fails a saving throw, it suffers additional bludgeoning damage equal to 1d8 + your Druid level, and is knocked prone.

Storm Unleashed

At 14th level, you gain the ability to channel your storm form into a powerful display of the storm's fury.

Blizzard. As an action, while using Ice Storm, you may expend a second use of your Wild Shape. When you do, your storm form immediately ends, and you may cast cone of cold at 7th-level as part of the same action.

Lightning Storm. As an action, while using Thunderstorm, you may expend a second use of your Wild Shape. When you do, your storm form immediately ends, and you may cast chain lightning at 7th-level as part of the same action.

Tornado. As an action, while using Windstorm, you may expend a second use of your Wild Shape. When you do, your storm form immediately ends, and you may cast whirlwind as part of the same action.

Once you've used this feature, you cannot do so again until you finish 1d4 long rests.

 

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