Circle of Storms (Homebrew)
Hit Points
Hit Dice: d4 per Circle of Storms (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
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Skills:
Overview & Creation
Druids of the Circle of the Storm rejoice in nature’s destructive fury, embracing the chaos and challenging themselves against its power. Circle of the Storm druids consider taking shelter in tempestuous weather to be a sign of weakness and are often found reveling in the eye of the storm.
Bonus Cantrip
When you choose this circle at 2nd level, you learn the shocking grasp cantrip. This is considered a druid cantrip for you and doesn’t count against your maximum cantrips known.
Favor of Talos
Starting at 2nd level, adverse weather doesn’t bother you as it does others. You aren’t discomforted by weather or temperature extremes, suffering no detriments (including exhaustion) from natural extremes of heat or cold. You suffer no ill effects from long-term exposure to winds or precipitation. Weather effects never break your concentration and you may take rests—long or short—even in the worst of natural weather phenomena. This feature doesn’t protect you from lightning strikes, flash floods, or any other damaging consequence of weather.
Circle Spells Your mystical connection to storms infuses you with the ability to cast certain spells. At 3rd, 5th, 7th and 9th level you gain access to circle spells connected to storms. Once you gain access to a circle spell, 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’s list, the spell is nonetheless a druid spell for you.
Level |
Spells |
3rd |
gust of wind, punishing winds |
5th |
call lightning, sleet storm |
7th |
ice storm, stormrider |
9th |
destructive wave, stormfront |
Ride the Lightning
Starting at 6th level, you can use an action to teleport to any unoccupied square you can see within 60 feet. Using this feature, you change into a 5-foot wide by 60-foot long streak of lightning that arcs to your new position, passing through creatures or objects along the way. Anything you pass through takes 6d6 lightning damage. Creatures are allowed a Dexterity saving throw, and on a successful save take half damage. You regain the use of this feature after a long rest.
Stormsoul
Beginning at 10th level you are resistant to lightning and thunder damage.
Eye of the Storm
Commencing at 14th level, you gain a magical flight speed of 60 feet with the ability to hover. When you fly, you are surrounded by arcs of electricity and whipping winds. If you fly on your turn, ranged weapon attacks against you have disadvantage until the start of your next turn, and you can use your reaction to shock any creature that strikes you with a melee attack, dealing lightning damage equal to 1d10 + your spellcasting ability modifier to the attacker.