Druid Circle: Circle of Storms

by Brudduh

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Druid Circle: Circle of Storms

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.

Storm Deflection

Starting 6th level, you have learned to bend the elements of a thunderstorm. When you take lightning or thunder damage, you can use your reaction to halve the damage taken and redirect the additional damage to another creature within 30 feet of you.

The targeted creature must make a Dexterity saving throw against your Druid spell save DC. On a success, the creature takes no damage.

Dangerous Conditions

At 10th level, your summoned storms can become more deadly to those that face them. When you first summon your storms, you can combine two storm clouds to increase a storm's area to a 20-foot-radius, 50-foot-high cylinder around the chosen point. All creatures that enter these storms have disadvantage on all saving throws to avoid the cloud's effects and if the cloud deals damage, the number of damage die rolled is doubled.

Also, the area inside the storm is considered magical difficult terrain.

Eye of the Storm

By 14th level, you have mastered the manipulation of the air around you, allowing you to ride the wind and have it hinder your foes. You can cast the warding wind spell without expending a spell slot. While the spell is active, you gain a flying speed of 60 feet. You regain the use of this ability once you finish a short or long rest.

Also, when you fly away from a creature, it cannot get an attack of opportunity on you.

When you reach 18th level, warding wind no longer requires concentration when cast using this feature.

Credits:

    Art: Stormbringer - The Order of X by Nate Hallinan.

Created by /u/Brudduh using GM Binder, the formatting tutorial by /u/AeronDrake and Full Page Watercolor Stains by /u/flamableconcrete.