Base Class: Druid
The desert is a cruel place, boasting endless dunes and oppressive winds under the merciless gaze of a scorching sun. Druids of this circle are aligned with such forces, as well as the trickle of temporal magic that dwells in such a timeless place, claiming the natural unseen force of time as their own. Such druids are mystical and elusive, the birthplace of such practices being lost to the very throes of time they control.
The Sands of Time
As the sun rises and falls on the endless desert, the sands of time shift with the dunes, and Druids of this circle are in tune with this temporal energy. When you choose this circle at 2nd level, you can use this energy to achieve a few effects:
The Hourglass: After an attack roll, damage roll, or saving throw is made, but before the outcome is determined, as a reaction expend one use of The Sands of Time to allow or force the target to roll again. They must use this new roll.
Shifting Sands: On your turn expend one of your uses of to use before an ability or spell that would normally take an action, and instead use as a bonus action. You can only use this ability on yourself.
Desert Winds: Using the Sands of Time as a bonus action you are able to assume a temporally divergent form, transforming into a phantom made of swirling sand in your visage. For the next minute while in this form your movement speed on the ground is doubled, you are unobstructed by rough terrain, and you have a +5 bonus to stealth checks. While in this form you cannot talk or manipulate objects.
You have two uses of The Sands of Time, and regain them at the end of a long rest.
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 | Spells |
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3rd |
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5th |
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7th |
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9th |
Sandstorm
Starting at 6th level, whenever you cast a spell of 1st level or higher, you can use your bonus action to cast a version of a warding wind spell that lasts until the start of your next turn.
Improved Sands of Time
When you reach 10th level, if you begin a combat without any uses of The Sands of Time you gain one use.
Mantle of the Sun
When you reach 14th level, your connection to the wrath of the desert burns within you, enabling you to assume aspects of the very sun that rules it.
As a bonus action, you emit bright light within a 10ft radius. For the next minute, any allies entering this radius for the first time or ending their turn there receive 1d6 points of healing. Any enemies entering the radius for the first time or ending their turn there take 1d6 point of fire damage. While using this ability, you are immune to fire damage.
You can use this ability once per long rest.
Previous Versions
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10/12/2019 10:15:55 AM
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