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Circle of the Wind

Druids belonging to the Circle of the Wind follow the ways of winds and the sky.

Circle Spells

Your connection to the cold and winds grants you access to certain spells. At 3rd, 5th, 7th, and 9th level, you gain the following spells.

Circle of the Fallen Spells
Druid Level Spells
3rd gust of wind, suggestion
5th fly, wind wall
7th compulsion, ice storm
9th conjure elemental (air only), geas

Scavenger Sculpt

At 2nd level, you are able to use the energy of your Wild Shape to repurpose the carcasses that animals leave behind to empower yourself. You may expend a use of your Wild Shape to activate two of your Scavenger Sculpt features from the list below. These changes stay in effect for a number of hours equal to half your druid level (rounded down). You then lose these features unless you expend another use of your Wild Shape. As an action, you may expend a use of your Wild Shape to change your activated Scavenger Sculpt features.

You automatically lose these features if you fall unconscious, drop to 0 hit points, or die. You are considered proficient with any natural weapons and attacks granted by your Scavenger Sculpt features and you may cast spells as normal while they are active.

  • Scavenger’s Carapace As long as you are not wearing any other armor, you gain a natural armor bonus equal to your Wisdom modifier.
  • Scavenger’s Claws Your hands become natural weapons that each do 1d6 + your Wisdom modifier slashing damage.
  • Scavenger’s Eyes You gain darkvision 60 ft and have advantage on Wisdom (Perception) checks that rely on sight.
  • Scavenger’s Quills You have spines that grow from your body. While they are on your body, any creature that is grappling you or is grappled by you takes 1d6 damage.
  • Scavenger’s Tendons Your speed increases by 10 feet. Additionally, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Extra Attack

Beginning at 6th level, as long as you have your Scavenger Sculpt activated, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Advanced Sculpt

At 10th level, your ability to reclaim what nature leaves behind has grown to new heights. You may activate 1 of the below Advanced Sculpt features in addition to your Scavenger Sculpt Features when you expend a use of your Wild Shape and you may change your activated features as a bonus action instead of an action.

  • Scavenger’s Fins You gain a swim speed equal to your walking speed and you can breathe air and water. Additionally, you gain resistance to cold and bludgeoning damage.
  • Scavenger’s Hooves When you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn, the target takes an extra 2d8 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • Scavenger’s Maw Your mouth becomes a natural weapon that deals 1d10 + your Wisdom modifier piercing damage. When you successfully hit a target with this attack, it must succeed on a Constitution saving throw against your spell save DC or take an additional 3d6 poison damage and become poisoned.
  • Scavenger’s Wings You gain a fly speed equal to your walking speed. When you are flying and dive at least 30 feet straight toward a target and successfully hit it with a melee attack, the attack deals an additional 2d6 damage to the target.

Master the Cycle

Starting at 14th level, you have attained full mastery over the end of nature’s cycle and can use its bounty to the fullest extent.

You may activate 2 Advanced Sculpt features in addition to your 2 Scavenger Sculpt Features when you expend a use of your Wild Shape and you may change your activated features as a reaction to dealing or taking damage.

Section 15: Copyright Notice

Voices of the Snow New Options For Cleric, Druid & Warlock Characters Copyright 2020 https://theschemingdm.wordpress.com. Author: Joe Raso