Druids that are a part of the Circle of Storms emulate the strength and violence of a storm's natural wrath. They use their connection to strong weather to defend what they deem to be their sacred lands. Members of this circle are few, only meeting other circle members on special occasions. As such, it is not uncommon for these druids to join a local militia and help them protect the area from those who would harm it. Wherever these druids go, turmoil is sure to follow.

Stormcaller

When you choose this circle at 2nd level, you can call storm clouds to your aid. You can summon a number of clouds equal to your Wisdom modifier (minimum of 1) within 60 feet of you as an action. Each cloud creates a storm that affects a 10-foot-radius, 30-foot-high cylinder around the chosen point. When a creature enters or starts its turn in the storm's area of effect, it must make a saving throw or be affected by the storm. All saving throws are made against your Druid spell save DC. These affected areas are also heavily obscured.

These clouds can be dispersed by a strong wind (at least 30 miles per hour) and last for 1 minute, until you dispel them as a bonus action, or until you fall unconscious. Once you use this feature, you can not use it again until you finish a short or long rest.

The effect the clouds have on an area depends on the type of storm cloud you summon from the options below.

Thunderstorm. Creatures exposed to your thunderstorms must make a Dexterity saving throw. On a failed save a creature takes 2d8 lightning damage, or half as much on a success. If the affected creature remains in the thunderstorm for another round, it must succeed a Constitution saving throw or be deafened by the following thunder until the end of its next turn. This storm does not increase the damage dealt by the call lightning spell.

Blizzard. Creatures exposed to your blizzards must make a Constitution saving throw. On a failed save, the creature takes 2d6 cold damage, or half as much on a success, and its speed is reduced to 10 feet. The creature must repeat the saving throw if it remains in the blizzard's area.

Tornado. Creatures exposed to your tornadoes must succeed on a Strength saving throw or be knocked prone and pushed 10 feet in a random direction.

Sandstorm. Creatures exposed to your sandstorms must make a Constitution saving throw. On a failure, the creature is blinded for 1 minute. Blinded creatures can repeat the saving throw at the start of each of its turns, ending the effect on a success. If the affected creature remains in the sandstorm for another round, it must succeed another Constitution saving throw or begin to suffocate.