Posts Tagged ‘Druid Circle’

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At the beginning of the year I unveiled my plan to make Enora my first fully published world.

With that world comes new monsters, races, subclasses, and more. I’m now adding a druid circle to the flying world – the Circle of the Sky.

Note that what is below is considered playtest material. Please let me know what you think!

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Circle of the Sky

The Circle of the Sky is made up of guardians and warriors who wield the power of lightning and thunder to destroy their enemies from above. These protectors watch from the trees, mountains, and sky, preferring to ambush their prey as a falcon does a mouse. The circles meet at high places, like the peaks of mountains or tops of trees, to exchange reports about the movements of marauding monsters, such as gnolls or orcs, and plan coordinated attacks. Circle of the Sky druids are vigilant and suffer none who would destroy nature for personal gain.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the hurl lightning cantrip.

Cushion of Air

Starting at 2nd level, you can cast the feather fall spell on only yourself without needing to expend any spell slots or material components. You must finish a short rest before you can use this feature again.

Circle Spells

Your mystical connection to the sky infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to druid circle spells connected to the sky as indicated on the Circle of the Sky Spells table.

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 spell list, the spell is nonetheless a druid spell for you.

Circle of the Sky Spells

Druid Level Spells
3rd gust of wind, shatter
5th lightning bolt, fly
7th freedom of movement, greater invisibility
9th cloudkill, telekinesis
Embrace of the Gray Sky

Starting at 6th level, you can add your Wisdom modifier to any spell you cast that deals lightning or thunder damage. In addition, when you make an attack in a beast shape while using Wild Shape, that attack deals an extra 1d6 thunder damage.

Limitless Heights

When you reach 10th level, you can cast the levitate spell on yourself at will without expending any spell slots or material components, and you are resistant to thunder and lightning damage.

Skyborn Champion

At 14th level, you can expend two uses of wild shape to transform into an air elemental.

In addition, you can use your action to give yourself and a number of creatures within 30 feet of you that you can see a fly speed equal to their walking speed for 1 hour. Once you use this feature, you cannot use it again until you finish a long rest.

New Spell: Hurl Lightning

Of course for this new class, we need a new cantrip. Hurl lightning is described below and can be added to any druid’s spell list at the DM’s discretion.

Hurl Lightning

Evocation cantrip

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous

You throw a small bolt of lightning at a creature or object within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing metal armor or made of metal. On a hit, the target takes 1d6 lightning damage.

The spell’s damage increased by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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