Druidic Circle - Circle of Storms


Rain is a great lifegiver, but with rain often comes storms, and some druids dedicate themselves to a greater control of these storms. Those of the Circle of Storms harness destructive power in service of nature. They are often viewed by other druid circles as being more extreme and dangerous than those who hold an affinity with the land or animals, but the expression of their magic is no less in service of nature than any other druid. When civilisation takes a step too far and threatens the balance, it is often the Circle of Storms that will take up arms to handle the matter.

Magic of Storms

Your affiliation with storm magic lets you twist your druidic spells from their natural form to be stormy. Whenever you cast a druid spell that deals fire, cold, bludgeoning or acid damage, you can change its damage type to Lightning or Thunder instead (your choice).

In addition, if you cast a druid spell that natively deals lightning or thunder, its damage dice is increased by one size (to a maximum of d12).

Circle Spells

When you join this circle at 2nd level, you gain additional spells from your connection to the natural world around and above you. Your link with storms grants you access to some spells when you reach certain levels in this class, as shown on the table below.

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.

Druid Level Spells
2nd Feather Fall, Thunderwave
3rd Shatter, Warding Wind
5th Lightning Bolt, Thunder Step
7th Ice Storm, Storm Sphere
9th Control Winds, Maelstrom

You also add one of the following cantrips to your list of cantrips prepared: shocking grasp or lightning lure.

Storm Steps

At 6th level you can call up storm winds around yourself. By expending a use of wild shape as a bonus action, you surround yourself with buffeting winds. These grant you a flying speed equal to your movement speed, resistance to lightning and thunder damage, and turn an area with a 10ft radius around you into difficult terrain. This lasts a 1 hour. You can expend a spell slot of 3rd level or higher to use this if you have no more uses of Wild Shape.

Stormbane

From 10th level you can use your bonus action to either expend a use of wild shape or a spell slot of 4th level or higher to cast Elemental Bane on one of the creatures affected by your spell. You can do this even if you cast a levelled spell this turn. Doing so requires your Concentration as normal, and the only damage types you can choose for it are Lightning or Thunder.

Advanced Storm Steps

From 14th level your mastery of the storm grows greater. Storm Steps is improved in the following ways:-

  • Its duration is increased to four hours.
  • It now grants immunity to lightning and thunder damage.
  • When a creature within 60ft deals damage to you, you may use your reaction to strike back with lightning and thunder. The target creature takes lightning damage equal to your wisdom modifier and is pushed back 5ft from you in a straight line.
  • The difficult terrain radius increases to 20ft. You may choose to exclude friendly creatures from the difficult terrain Storm Steps creates.