Druid Circles

Circle of the Storm

Druids of this order are fierce elemental warriors, who wield the power of the wilds to bring justice to those that would profane and corrupt the natural world. They are Nature's wrath incarnate. They are wildfires and thunder. Crushing waves and avalanches of rock and snow. They charge into battle like fearsome storms, bringing devestation and ruin to their foes.

Druids of the Storm roam the lands, hunting down enemies of the natural world. They worship nature in its most powerful form, revering primal forces more often than deities of nature. The Circle of the Storm do not gather often, but when they do it is usually for a great battle or hunt.

Improved Shillelagh

When you choose this Circle at 2nd level, you are able to create a stronger shillelagh. An hour long ritual is required to create such a shillelagh, but once performed the magic is indefinite. This ritual can be performed on a club, quarterstaff, or greatclub. A club's damage die becomes a d6, a quarterstaff a d8/d10, and a greatclub a d12. As a shillelagh, you can use your spellcasting ability instead of Strength for melee attacks and damage rolls. This weapon also becomes magical, if it isn't already.


Nature's Armor

Once you gain access to the Barkskin, Protection from Energy, and Stoneskin spells, they are always prepared and do not count against the number of spells you can prepare each day.

Raging Storm

At 6th level you gain the ability to enter an elemental rage, unleashing Nature's power to shrug off attacks and enhance your own. On your turn you can expend a use of wild shape to enter a rage as a bonus action. While you are raging you gain the following benefits:

  • Mountain's Strength: You have resistance to bludgeoning, piercing, and slashing damage.
  • Lightning's Fury: You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Fire's Wake: When you reduce a creature to 0 hit points with a melee weapon, you can us the Dash action as a bonus action.
  • River's Swiftness: Your speed is increased by 10 feet.

You cannot cast spells or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Elemental Strike

Starting at 10th level, you are able to infuse your strikes wiht elemental power. Whenever you hit a creature with a melee weapon, you can expend one spell slot to deal elemental damage of your choice to the target, in addition to the weapon's damage. This can only be done once per turn. The extra damage is 1d6 for each level of the spell slot expended.

Weathered Skin

When you reach 14th level you are no longer affected by extreme heat, cold, or other hazardous weather effects.