Circle of the Four Winds Druid (5e Subclass)

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Circle of the Four Winds Druid[edit]

Druid Subclass

Druids of the Circle of Four Winds channel ancient, primordial magic, wanderers by nature who let the winds guide their path. To them, the unpredictability of life is inevitable, and so they learn to learn to embrace the changes around them, rather than be hindered by them. Their knowledge and wisdom stems from far and wide, as their travels and experiences strengthen their incantations and magical flow. Druids of this circle have an emphasis on support and mobility, as the battlefield around them bends and flows to their whim.

Circle Spells

Your connection to the distant and mysterious powers of the four winds grants you access to certain spells.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Four Winds 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 Spells
Druid level Circle spells
3rd Gust of Wind, Hold Person
5th Fly, Wind Wall
7th Freedom of Movement, Storm Sphere
9th Hold Monster, Telekinesis


Distant Melodies

At 2nd level, you learn one additional language and gain proficiency with a wind instrument of your choice.

Guiding Winds

At 2nd level, you gain either the Guidance or Resistance cantrip, if you don't have both already. This does not count against your known cantrips. Whenever you cast either of these cantrips, you can do so as either an action or as a bonus action, and has a range of 30ft instead of touch.

Dynamic Gale

Starting at 6th level, you can use your action to move a creature or object within 30 feet of you up to 15 feet. This distance decreases by 5ft for each size above Medium, and, if its size is Tiny, it can be moved up to 20 feet. An unwilling creature must make a Strength saving throw vs. your spell save DC. This movement does not provoke attacks of opportunity.

You can use this feature a number of times equal to your Proficiency Bonus before completing a long rest.

Wing of the Squall

At 10th level, you gain a flying speed of 30 feet. If you already have a flying speed of at least 20ft, or if you use your Wild Shape to turn into a creature with a flying speed of at least 20ft, your flying speed increases by 10 feet.

Tempest Aura

The winds constantly shift in your favor. Starting at 14th level, the area within a 15 foot radius of you becomes difficult terrain for any hostile creatures, and you and any allies within the same 15 foot radius are immune to difficult terrain caused by high winds.

A homebrew Dungeons and Dragons 5th edition subclass by AestheticDirt


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