Circle of the Winds (5e Subclass)

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Circle of the Winds[edit]

Druid Subclass

Dd7DhIK.png
A druid calling the winds from above,by Justin Sweet

Air elemental warriors connect with the more etherial elements of nature,becoming one with the billowing and prevailing winds.These kinds of druids have a lifestyle that is more nomadic than others,following the wind's beck and call,and being bound by the soft blowing of nature.They never stay in the same place for long,and have to leave what they love most behind to follow their one muse and mentor eternally.They believe the unachievable task of catching the wind will bind them to the voices of nature.They are actually quite poor with traditional places of druidic power,such as forests or swamp,usually feeling breathless and deaf because of the stale air.

Circle Spells

When you join this circle at 2nd level, you have formed a bond with the winds of the natural world. Your link with the wind grants you access to some spells when you reach certain levels in this class, as shown on the Air Elemental Warrior 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. You gain additional spells which are druid spells, they are always prepared and don't count towards the number of spells they can prepare each day.

Level Spell
2nd gust
3rd gust of wind, zephyr strike
5th wind wall, slow
7th gravity sinkhole, storm sphere
9th control winds, steel wind strike
Aloft

Starting at 2nd Level the wind has lent an ear, and will give a helping gust when you seem to need it most. When you fall, you take 1d4 damage for every 10 feet instead of the usual 1d6.

Afloat

Starting at 6th Level,you have started to form an intuitive bond with the wind, being able to call upon it without words or gestures. As an action you can use the air around you to gain a flying speed of 30 feet for 10 minutes. You can do this a number of times equal to your wisdom modifier (Minimum 1). You regain all uses of this ability after you finish a long rest.

Wind Guardian

When you reach 10th level you can create facsimiles with the power of the great Wind that follow your every command. You can cast Conjure Elemental, once per long rest, choosing an area of air. You gain two uses of this ability at 15th level. (You can only have 1 elemental summoned at any time using this feature)

Zephyr form

When you reach 14th level you have become master of the ever elusive wind. You and the wind are now partners, connected by all of nature, never to meet but to always guide each other. At 14th level you gain the ability to change into a form made of translucent winds that take your form and image. As a bonus action, you can change into this form for 1 minute. When in this form you gain a flying speed equal to your walking speed, can occupy other creatures' spaces, and have resistance to all forms of damage except Psychic, Radiant, and Necrotic. You also have the ability to freely change your size up to one rank larger than your original size, and can go through any hole, regardless of size. You cannot use your Wild Shape class feature while in Zephyr form, and cannot activate Zephyr form while in wild shape, however, you can still cast spells as usual.

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