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'''Storm Druids''' are a [[Druid]] [[Variant Class]] from [[Dungeons & Dragons 3rd Edition]] found in [[Dragon Magazine]] #328. As the name suggests, these nature worshippers focus their reverence on the awe-inspiring powers of storms; wind, rain, thunder and lightning are their holy symbols, and they dismiss mere animals as weak and impotent in the power of nature made manifest. As a result, they gain a surprisingly diverse array of [[elementalist]] abilities. Mechanically, a Storm Druid functions exactly like a regular druid, and as with all [[Variant Class]]es you cannot use [[multiclassing]] to get the powers of the Storm Druid and any other type of [[druid]], be it vanilla or another variant - pick one, and you're done! Storm Druids have the following mechanical alterations from the baseline druid: * Storm Druids forsake all standard druid abilities except those listed here - yes, that means they get no [[Wild Shape]] and no [[Animal Companion]]! Druidic Spellcasting, Nature Sense, Resist Nature's Lure, Venom Immunity, A Thousand Faces, Timeless Body. * Spontaneous Casting: Instead of being able to spontaneously cast Summon Nature's Ally, storm druids can spontaneously cast the following spells, if they have spells of the appropriate level to give up for them: Obscuring Mist (1st), Gust of Wind (2nd), Call Lightning (3rd), Air Walk (4th), Call Lightning Storm (5th), Chain Lightning (6th), Control Weather (7th), Whirlwind (8th), Sotrm of Vengeance (9th). * Deafness Immunity (Su): From 1st level, a Storm Druid is immune to all forms of deafening, magical or otherwise. * Frightful Presence (Ex): A storm druid radiates a 30ft frightful radius that affects animals (except the animal companions and familiars of the druid's allies). At 8th level, it also affects magical beasts, fey and vermin. At 16th level, it affects creatures of all types. * Thunder Strike (Su): From 2nd level, a storm druid can attempt to use a Thunder Strike once per day. When used, the druid makes a melee attack; if it hits, the target takes +1d6 electric damage and must pass a Fortitude save (DC 10 + 1/2 storm druid level + Constitution modifier) or be deafened for 3d6 rounds. The ability is expended even on a missed hit. The storm druid gains a bonus use per day at levels 6, 11, 15 and 20 (can't use Thunder Strike more than once per round), boosts the damage to 2d6 at 11trh level and 4d6 at 20th level, and from 15th level this Thunder Strike permanently deafens its victims. * Wind Sense (Ex): At 3rd level, the storm druid gains a +1 insight bonus to Reflex saves, which increases to +2 at 9th level and +3 at 15th, * Electricity Resistance (Su): At 5th level, the storm druid gains Resist Electricity 5, and another ER 5 at every 5th storm druid level thereafter (10, 15, 20, etc). * Gains Improved Initiative as a bonus feat at 12th level. {{D&D3e-Variant Classes}}
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