Base Class: Druid
Druids of the Circle of Dunes roam around the great deserts of the realms, living a nomadic lifestyle of scavenging and hunting. They often build great communities that are hard to locate, as they use the natural advantages granted by the desert o cover their tracks. These druids also share a unique attunement with time. Druids that belong to this circle often leave their lands whenever there is an unbalance in the flow of time, seeking to correct the natural order.
Circle Spells
2nd Level Circle of Dunes Feature
You gain access to certain spells when you reach certain levels in this class, as shown in the Circle of Dunes Spells table. Once you gain one of these spells, 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, it is nonetheless a Druid spell for you.
Circle of Dunes Spells
| Druid Level | Spells |
| 2nd | Illusory Script, Silent Image |
| 3rd | Blur, Gust of Wind |
| 5th | Slow, Wall of Sand |
| 7th | Freedom of Movement, Hallucinatory Terrain |
| 9th | Control Winds, Mislead |
Desert Wayfarer
2nd Level Circle of Dunes Feature
You gain proficiency in the Survival skill, if you don't already have it. Moreover, you are unaffected by the effects of Extreme Heat (as detailed in the Dungeon Master's Guide), and you have advantage on Intelligence (Arcana and Nature) checks to discern illusions in natural terrain.
Sand Veil
3rd Level Circle of Dunes Feature
You can manipulate the wind and earth that surrounds you, creating a protective veil of sand that shields you. As a bonus action, you can expend a use of your Wild Shape to conjure a veil of sand that lasts for 1 minute, until you have the Incapacitated condition, or end it early as a bonus action. The veil covers a 10 ft. radius centered on you, granting you the following benefits for the duration:
- You gain a bonus to AC equal to your Wisdom modifier (minimum +1).
- Any hostile creature that ends its turn within the veil's radius must succeed on a Wisdom saving throw against your Spell Save DC or be unable to take reactions until the end of your next turn.
- As a bonus action, you can manipulate the sand of the veil to slam against a creature within the veil's radius. Make a ranged spell attack against the creature - on a hit, you deal bludgeoning damage equal to 1d8 + your Wisdom modifier.
Temporal Attunement
6th Level Circle of Dunes Feature
Your attunement to the flow of time makes you particularly sensitive to its effects, allowing you to resist them. You are immune to any effect that would magically age you, and have advantage on saving throws against spells and effects that would alter time around you, such as the Slow spell.
Moreover, you know the Haste spell, which is a Druid spell for you. While under the effects of this spell, you can cast a Druid cantrip with the additional action provided by the spell.
Walker Instinct
10th Level Circle of Dunes Feature
Your connection to the earth has become so keen that you can feel the slightest vibration in the ground.
You gain Tremorsense out to 60 ft. In addition, the damage of the spell attack you make with your Sand Veil increases to 2d8, and on a hit, the target must succeed on a Wisdom saving throw against your Spell Save DC, or have its speed halved until the end of your next turn.
Timeless Veil
14th Level Circle of Dunes Feature
You have developed complete mastery over the natural forces of time. If a spell or effect would alter time around you, you are completely immune to the effects of that spell or effect, unless you wish to be affected. For example, if a creature other than you casts the Time Stop spell, time continues to pass for you, and you can move and take your turns as normal.
Moreover, the radius of your Sand Veil increases to 30 ft., and so long as it is active at the start of each of your turns, you can choose to either accelerate or slow down time within the Veil's radius (no action required) until the start of your next turn:
Accelerated. Each friendly creature other than you within the Veil's radius can use its bonus action to either make one Weapon Attack, or cast a cantrip with a casting time of 1 Action.
Slowed. Each hostile creature within the radius of the Veil that fails its saving throw at the end of its turn becomes unable to take actions outside of it's turn until the start of its next turn.
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