Druid
Base Class: Druid

Someone who has grown up or has spent a large amount of time surviving in the sands of a desert. Surviving the sweltering heat of the day and the biting cold of the night. 

Capable of guiding others across the sands and moving themselves like a grain of sand in the wind. 

Druids from the Circle of the Sands can be both abrasive in nature but also kind of heart. Just like the deserts they can lean into both extremes when conversating. 

Desert Form / Extreme Durability

2nd-level Circle of the Sands feature

As a bonus action, you can expend a slot of your Wild Shape feature to bring forth one of extremes of the desert, rather than transforming into a beast. 

You may choose the bring forth heat or cold when you use the bonus action, you may not swap your choice during the effect. 

The effect lasts 1 minute, you choose which when using the bonus action. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Heat: Hot sand begins to swirl around you, gaining the following features:
-Your melee or ranged weapon attacks deal an extra 1d6 fire damage. 
-As a bonus action on subsequent turns, you can use the sand around you to attack enemies. The attack has a range of 10ft, uses your spell attack modifier and deal 1d6+Wis Modifier fire damage. 

Cold: Chilling Winds begin to swirl around you, gaining the following features: 
-While moving you do not provoke opportunity attacks
-As a bonus action on subsequent turns, you can use the winds around you to sooth the wounds of allies. One creature of your choice within 30ft can regain a number of hit points equal to your proficiency bonus. 

Additionally,
Due to the harshness of the desert, your body and mind are tougher than normal. 
Gain 2 Max Hit Points Now, and then an additional 1 Max Hit Point with each additional level in druid taken. 

Cycle of the Sands

6th-level Circle of the Sands feature

Your connection to the desert continues to grow stronger. You feel more at home in the sands during both the day and night. 

During the day you gain resistance to fire damage.
During the night you gain resistance to cold damage. 

In addition,  you may now become one with the sands of the desert.
As an action you can can the condition Invisible as you become one with the sand beneath you. You can interact with your environment as normal and creatures with blind sight or tremor sense cannot detect your presence, true sight however still can. 
This feature only works if your are standing on sand or are in a sand storm (desert form counts for this effect).
The condition ends if you make an attack, cast a spell, walk off of sand or out of a sand storm. 

 

Storming Sands

10th-level Circle of the Stars feature

You've gained a more robust control over the very sands and winds that make the desert. 

As an action you can bring forth a raging sand storm on your position. 
The sand storm spreads in a 30ft radius from you, and follows you as you move. It lasts for 1 minute or until you deactivate it (No action from you) or if you die.
The Sandstorm has the following properties:

  • It obscures vision of creatures within the storm (Creatures outside the storm need to make a [DC: 8 + Proficiency Bonus + Wisdom Modifier] perception check to see into the storm from the outside. 
  • Visibility within the storm is 5ft (This does not affect creatures with blindsight or tremor sense)
  • Creatures that start their turn within the storm take 1d6 bludgeoning and 1d6 slashing damage 
    • Creatures also take an addition 1d6 fire (Heat form) or cold (Cold form) depending on if you also have a desert form active during the sandstorm 
  • Ranged weapon attacks into and within the storm have disadvantage 

While conscious you also have the following properties within the storm:

  • You are unaffected by the damage of the storm, in addition your sight is not obscured by the storm
  • You may choose a number of creatures equal to 1+ Wisdom Modifier that are also unaffected by the damage of the storm but are still affected by the obscured sight. 

You may use this feature once per long rest, or spend  a 4th level or higher spell slot to reactivate this ability. 

 

In addition, gain 1 free use of either heat or cold form per long rest. 

 

Frigid Blazing Sands

14th-level Circle of the Sands feature

Your connection to the desert has grown even further, as if you were one with the extremes of both the day and night. 

You may now transform into a more powerful version of your desert forms. The properties of each form are listed below:

Blazing Heat Form: (Lasts for one minute) An inferno of sand sweeps itself around you in a radius of 30ft, it follows you.
-All creatures of your choice within 30ft must make constitution saving throws (DC equal to your spell save DC) or take 2d6 fire damage and 1d6 bludgeoning and 1d6 slashing damage on a failed save and half as much on a successful save. (This save can be repeated every round on your turn.)
-As a bonus action on subsequent turns, you may make an attack against a chosen creature within 60ft (as long as you know that they are there), using your spell attack modifier, if the attack hits, the target takes 1d6 fire damage and 1d6 bludgeoning damage and must make a strength saving throw, on a failure the target is wrapped in sand and forced into the edge of the storm (30ft away from you). 

Frigid Cold Form: (Lasts for one minute) A tornado of freezing wind begins to wrap itself around you. 
-Gain a bonus 20ft movement speed and a fly/hover speed equal to your walking speed. 
-You and a number of creature of your choice are protected by the winds and do not provoke opportunity attacks. 
-As a bonus action on subsequent turns, choose up to 2 creatures within 60ft. Those creatures regain hit points equal to double your proficiency bonus. 


You can use this strengthened form once per long rest, you may use it an additional time if you expend 2 uses of wild shape. 

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