Circle of Wind

Founded in deserts, badlands, and grasslands, where wind dominates and controls the landscape, the teachings of the Circle of Wind have spread far and wide, like a mighty storm. Druids who follow this circle’s teachings embrace the mercurial winds to create several effects.

Bonus Cantrip

At 2nd level when you choose this circle, you learn the message cantrip.

Circle Spells

The magic of the wind flows through you, granting 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 Wind 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 of Wind Spells
Druid Level Spells
3rd Blur, gust of wind
5th Fly, lightning bolt
7th Conjure minor elementals, freedom of movement
9th Cloudkill, conjure elemental (air elemental only)

Feathered Form

Starting at 2nd level, when you use your Wild Shape to magically assume the shape of a beast, it can have a flying speed (you ignore “no flying speed” in the Limitations column of the Beast Shapes table but must abide by the other limitations there).

Comforting Breezes

Beginning at 6th level, as an action, you can summon a gentle breeze that extends in a 30-foot cone from you. Choose a number of targets in the area equal to your Wisdom modifier (minimum of 1). You end one disease or the blinded, deafened, paralyzed, or poisoned condition on each target.

Once you use this feature, you can’t use it again until you finish a long rest.

Updraft

Also at 6th level, you can expend one use of Wild Shape as a bonus action to summon a powerful wind.

You and each creature of your choice within 10 feet of you end the grappled or restrained conditions. You can fly up to 30 feet as part of this bonus action, and each creature that you affect with this wind can use a reaction to fly up to 30 feet. This movement doesn’t provoke opportunity attacks.

Vizier of the Winds

Starting at 10th level, you can ask the winds one question, and they whisper secrets back to you. You can cast commune without preparing the spell or expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.

Hunger of Storm’s Fury

Beginning at 14th level, when you succeed on a saving throw against a spell or effect that deals lightning damage, you take no damage and instead regain a number of hit points equal to the lightning damage dealt. Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

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