Unorganized
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
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.
Twist Elements
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.
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.
Bonus Cantrip
Starting at 2nd level, you may choose one of the following cantrips: Shocking Grasp or Ray of Frost
Fury State
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).
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).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As n
Aloft
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.
Windfall
At 8th level, you always have the spell Wind Wall prepared. This does not count against the number of spells you can prepare.
In addition you learn an additional cantrip.
In addition you learn an additional cantrip.
Storm Ward
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.
Windrider
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.
Piercing Gale
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.
Timeless Body
Starting at 18th level, for every 10 years that pass, your body ages only 1 year.
Unbridled Tempest
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.