Base Class: Druid
You have overcome the scorching sands and blistering heat. Experiencing the harshness of one of nature's lands, you can call forth the very essence of the desert at your whim.
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Circle Spells |
|---|---|
| 3rd | Blur, Silence |
| 5th | Create Food and Water, Protection from Energy |
| 7th | Blight, Hallucinatory Terrain |
| 9th | Insect Plague, Wall of Stone |
Naturally Adapted
You naturally adapted to hot environments: you automatically pass Constitution checks made to avoid exhaustion as a result of extreme heat. Furthermore, you ignore difficult terrain caused by sand. Additionaly you gain resisatance to fire damage.
Shifting Sands
Starting at 3rd level, the sands of the desert constantly change, shifting and weaving through the winds to present an everlasting challenge to those who walk in it. you learn the cantrip Mold Earth and it doesn't count against your cantrips known. In addition, you can cast this cantrip as a bonus action.
Desert Guard
At 6th level, you can call upon the protection of the desert, creating a small and localized sand storm around you. As a bonus action, you create a sand storm in a 5-foot-radius around you. While in it, you are considered blinded and under full cover until you move out of the area or the start of your next turn.
Once you use this feature, you must finish a short rest before you can use it again.
Terror of the Dunes
At 10th level, while in your Wild Shape form, your first attack in that form has bonuses to its attack and damage rolls. This bonus is equal to your druid level.
You can do this a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses at the end of a long rest.
Sand Layer
At 14th level, your connection with the land has allowed you to attract sand so well that you're nearly invisible, constantly flowing around you. The sands provide a limited yet, strong protection as it fends of incoming blows. Whenever you roll your hit die to regain hit points, you gain a bonus of +1 AC for each hit die spent, up to a maximum of +4 AC.
When you take damage while you have bonus AC from this feature, you gain resistance against the triggering damage and you lose the bonus AC from this feature.
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