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The Circle of Storms (Druid)

The Circle of Storms (Druid)

This content can now be found at its most updated version in The Elements and Beyond, a free 246-page compendium that you can download right here, filled with 23 subclasses, 8 spellcasting feats, 134 spells, 213 spell variants, 85 monsters, 30 magic items, 4 races plus 12 new subraces each with racial feats, and even more goodies for both players and DMs!


PDF Link | D&D Beyond: Circle of Storms

Art Credit: https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=382225

As our last preview from The Elements and Beyond before the compendium releases next week, today we have a druid subclass to share with you: one which focuses on wind, weather, lightning, and all forms of storms, the thus-named Circle of Storms. The central feature of the subclass is an alternate usage of Wild Shape, wherein the druid takes on the power of the storm and rises into the air, arcing with thunder and lightning.

This subclass is designed for anyone looking to build a druid that doesn’t regularly turn into an animal, especially if they’re excited about wind and lightning. The basis for the 2nd level and 6th level features are based around features in the Circle of Spores and Circle of Wildfire. When the druid isn’t making use of their two Storm Ascensions per short rest, they can still derive a lot of utility from the extra spells that they always have prepared, making them a potent damaging blaster with along with battlefield control and meaningful utility spells, filling a distinct niche from other spell-granting Circles (which already maintain good niches themselves), and using their bonus action to move enemies around. When the druid does become invested with the storm, their shocking grasp spell becomes a potent force, and the wind that was harmlessly pushing enemies now blasts them with thunder as well. At higher levels, the druid can easily call upon wind when they do so, meaning that a higher-level druid of Storms is more likely than any other character to be able to blow away the gaseous spells such as stinking cloud, fog cloud, cloudkill, or incendiary cloud. Finally, the 14th level feature allows the druid to rise above the reach of most melee attacks, but not all of them — larger monsters such as dragons, giants, and anything Huge or larger. It also doesn’t keep the druid out of the range of thrown weapons like spears and javelins, at least until 18th level. The feature becomes stronger then so that the druids do not feel compelled to abandon their class feature when they gain the ability to cast spells while in the form of a Giant Eagle using normal Wild Shape.

You can find the new lightning spells that are referenced previewed here, and you can find the last preview of the soar spell here. But you'll also find the most up-to-date versions of all these spells in the full compendium, The Elements and Beyond, when it releases next week -- along with 22 other Subclasses, 4 Races and 12 New Subraces with Racial Feats, 8 Spellcasting Feats, 134 Total Spells, 213 Spell Variants, 85 Monsters, 30 Magic Items, and More! And of course, the entire compendium, pdf and all, will be completely free! Be sure to subscribe here or follow us on social media if you want to know immediately when the compendium drops!

PDF Link | D&D Beyond: Circle of Storms

The Elements and Beyond (v1.0)

The Elements and Beyond (v1.0)

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