Circle of the Furies (5e Subclass)
From D&D Wiki
Circle of the Furies
|"Spark" by Anna Steinbauer|
The Circle of the Furies is made up of women who have come to embrace the rage of the storm. Surrendering their wisdom and training to understand beasts, they direct their attention to understand the storm. The Circle’s wisest elders are known as the Ancients and they only teach their powers and understanding to women who feel the teetering strength and anger that is found within a storm. Some women feel that this is a “calling” and they happen upon the Ancients. Some Ancients commune with nature, usually by casting the spell within a massive thundercloud, to find more acolytes to their Circle. Sending a massive storm to the woman that nature has “chosen”, the Ancients may take the girl and raise her as their own, devastating the land, village, or city-block of which she was taken with lightning strikes.
Abjure the Beasts
In order to develop an understanding of the storm as intense as this Circle does, they forsake their ability to Wild Shape. Thus, all druids who belong to this Circle lose the ability to Wild Shape. There are compensations for this sacrifice, however. You lose the following abilities: Wild Shape, Beast Spells, and Archdruid.
Bound to the Storm
Because druids who belong to the Circle of the Furies are so dedicated to studying and understanding the nature of the storm, you sacrifice other elemental understandings. You are strictly forbidden from preparing and casting spells that deal damage in elements other than Cold, Lightning, or Thunder. The only exception to this is if you attempt to twist the spell. See below.
You may prepare and cast a spell that deals damage other than Cold, Lightning, or Thunder, except when you cast the spell you must succeed on a Wisdom saving throw whose DC is equal to 8 + the spell's level. If you fail, the spell fizzles and you lost the prepared spell slot. If you succeed, you cast the spell normally, but its damage changes to Cold, Lightning, or Thunder damage; your choice. If you choose Thunder damage, the spell can be heard up to 100 feet away. For example, if you cast Flaming Sphere, you must roll your Twist Elements saving throw. If you fail, the spell fizzles and you lose the 2nd level spell slot. If you succeed, you cast the spell normally but may deal a different damage type (Cold, Lightning, or Thunder). The DM may decide that some spells cannot be twisted to certain elements. For example, a Wall of Fire spell likely cannot be twisted into a Wall of Thunder... right?
Starting at 2nd level, you may choose one of the following cantrips: Shocking Grasp or Ray of Frost
Starting at 2nd level, you gain the signature power of this circle: the Fury State. You can activate this ability on your turn as a bonus action, and it lasts for 1 minute. When you enter into this state, a wall of wind surrounds the space you occupy in a sphere and moves along with you for the duration. This wall imposes disadvantage on all attacks made against you with a ranged weapon(weapons with the Thrown property are not affected). The wind is not strong enough to harm or push those in melee range.
Furthermore, spells dealing certain damage types are empowered with your furious rage, dealing more damage than they normally would. Whenever you roll damage for a spell or ability dealing Cold, Lightning, or Thunder damage, you may reroll any 1s.
Lastly, you gain a Fly speed of 20ft while in this state. While using this feature, you must be aloft. If your feet touch the ground after the first round this feature is active, you immediately lose the tether to your fury and this ability ends. You may use this feature once per long rest.
This ability's number of uses increases by 1 when you reach 5th level (2 times), 11th level (3 times), and by 2 at 17th level (5 times).
At 4th level, the wind subtly bends to your will at this stage of your understanding of the storm. Whenever you cast a spell that is not a cantrip, you gain a Fly speed of 10ft for a number of rounds equal to your Wisdom modifier.
Vessel of the Storm
At 6th level, you always have the spell Call Lightning prepared. This does not count against the number of spells you can prepare, and you may cast this spell at 3rd level once per long rest without expending a spell slot. Additionally, you may use yourself as the storm cloud required to cast Call Lightning. Treat all other aspects of the spell as the same.
At 8th level, you always have the spell Feather Fall prepared. This does not count against the number of spells you can prepare.
At 10th level, you gain resistance to Cold, Lightning, and Thunder damage. Additionally, winds as strong as Gale do not affect you unless you wish it to. This only applies to natural winds. You have advantage in any saving throw rolls to combat or be affected by magically summoned winds. If you are dealt damage (like bludgeoning or force) from magically created winds, you have resistance to that damage.
At 12th level, you lose the ability 'Aloft'. Instead, you gain a fly speed equal to 15 feet indefinitely. Additionally, whenever you enter your fury state, your Fly speed is now 60 feet. You must be conscious to use this speed, thus you will fall if knocked unconscious.
At 14th level, a connection to the primordial rage that nature possesses is further unlocked. Creatures who are immune to Cold, Lightning, and Thunder damage treat your spells and abilities as only being resistant to them. Those who are resistant treat your spells and abilities normally.
At 20th level, when you enter into a fury state you may act as though you have casted Call Lightning as an 6th-level spell. You may spend a 1st level spell slot to increase it to 7th, 2nd level spell slot to increase it to 8th and a 3rd level spell slot to increase it to 9th. You also do not need to concentrate to maintain the duration of the spell.