Base Class: Druid
Most individuals see the desert as depleted of resources or life, but these druid's have spent immense time in the desert examining the sand and the sun, and what potential capabilities and magical properties can be derived from the sources.
They've learned to shape the sand at their will, and gain sustenance from the sun. The desert is an invaluable resource to druid's of this circle.
Create Sand
You learn the Mold Earth Cantrip. This Cantrip works to alter forms of sand, as well as stone and dirt. This Cantrip can also be used to create sand from any stone and/or dirt within range.
Sun Eater
You gain resistance to fire damage and are immune to exhaustion effects caused by exposure to heat. You also are unaffected by difficult terrain caused by sand.
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 sand.
Sand Shield
Starting at 6th lvl, when you or an ally within 30 ft is targeted by an attack, the druid can use their reaction to give the target a bonus to their AC equal to your wisdom mod until the end of your next turn.
If the damage of the attack they are targeted by is fire damage, the druid can absorb an amount of fire damage equal to half of their druid level, whether the attack roll/s hit or not. This amount of fire damage absorbed is given to the druid as temporary hit points.
This ability can be used a number of times equal to your wisdom modifier per long rest.
Selective Sandstorm
Starting at 10th lvl, as an action, you create isolated sandstorms around the heads of all hostile creatures in a 30ft radius. Targets must pass a wisdom saving throw or suffer disadvantage on all attack rolls and wisdom (perception) rolls for 1 minute.
You can use this feature once per long rest.
Quicksand
When you reach 14th lvl, as an action, you create a swirling pool of quicksand beneath your feet that spreads out in a 30 ft circle with you as the epicenter. This counts as a concentration effect, and therefore other spell effects cannot be concentrated on while this is active. However, you have advantage on maintaining concentration on this ability.
This ability progresses and becomes more difficult and deadly as time goes on.
After creating the quicksand, this terrain is considered difficult for all creatures except for the druid. At the beginning of the druid's next turn, every creature, other than the druid, remaining in the quicksand must make a dexterity saving throw or be considered grappled.
On the third and final turn for this ability, every creature, other than the druid, still remaining in the quicksand must make a dexterity saving throw or be pulled 15 ft toward the center of the quicksand, and be submerged from the waste down and be considered restrained indefinitely. The creature can make an athletics check as an action on their turn against the druid's spell save DC to attempt to free themselves.
The druid can use this feature once per long rest
Previous Versions
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