Circle of the Clouds

Before there were the Isles of Mar, there was the land of Thandrus. This primordial land was attacked by an elemental force of nature known only to scholars as the Calamity. This Calamity reshaped the very foundation of the world, sending the continents careening into the sky and ending the world as they knew it.

No longer bound to the earth, the Isles of Mar have been suffused with elemental air. These islands have remained suspended in midair ever since the Sundering changed the world forever. Since that cataclysmic event, certain circles of druids have adapted to the change in the composition of the world, granting them certain control over Elemental Air.

Air Magic When you choose this circle at 2nd level, you your mystical connection to the sky allows you to cast certain spells. Once you gain access to the spell, you always have it prepared, and it doesn't count against the number of druid spells you can prepare each day. If the spell doesn't appear on the druid spell list, it is nonetheless a druid spell for you. Druid Level Spell 2 feather fall 3 gust of wind 5 fly 7 freedom of movement 9 control winds

Forms of the Sky Additionally at 2nd level, you can more easily take the form of flying creatures. You can use your Wild Shape to transform into a creature with a flying speed. You must abide by the other limitations of Wild Shape.

Cloud Rider At 6th level, you can shape the clouds into a tangible form. You learn the phantom steed spell, which becomes a druid spell for you. When you cast it, the steed is comprised of clouds and gains the following additional benefits: The steed has a flying speed of 100 feet.

The steed can allow up to four medium sized creatures or one large sized creature to ride it at a time.

Tailwind Also at 6th level, you can use a bonus action to cause a tailwind to blow behind a creature you can see within 30 ft of you. That creature has one of it's movement speeds doubled until the start of it's next turn. You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all uses of it when you finish a long rest.

Magical Gust Starting at 10th level, your magic carries a fragment of Elemental Air, carrying you into the air. When you cast a spell of 1st level or higher, you gain a flying speed equal to your walking speed. This speed lasts until the end of your turn. If you end your turn in the air, you descend safely to the ground.