Base Class: Druid
Druids of the Oasis celebrate the quiet solitude of the desert and bring life to the desolate dunes. Druids of the Oasis create oasis havens that serve as refugee camps for those who have lost themselves in a vast desert. They often hide their Oasis in an illusory mirage to safeguard it from those who would seek to destroy it.
A druid of the Oasis may take the form of a desert rabbit or a fox to wander the dunes in search of vagrants so they can guide them back to the safety of their oasis haven.
Level 3: Circle of the Oasis Spells
When you reach a Druid level specified in the Circle of the Oasis Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Circle Spells |
|---|---|
| 3 | Mold Earth, Blur, Dust Devil |
| 5 | Major Image |
| 7 | Mass Healing Word |
| 9 | Greater Restoration |
Illusory Mirage
As a Bonus Action, you can expend a use of your Wild Shape feature to create an illusory mirage rather than shape-shifting. The image appears at a spot that you can see within 60 feet and lasts for a number of hours equal to half of your druid level (rounded down), but fizzles out of existence if the distance between you and the mirage exceeds 60 feet, or if you cast a concentration spell in the duration. Physical interaction with the image reveals it to be an illusion, and a creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Manipulating the illusion and using one of its abilities fall under one bonus action on your turn. Whenever you use this ability, you may choose one of the following mirages to create; your choice alters the abilities of the mirage.
Bestial Mirage. You create the illusory image of a large or smaller creature that you have seen before to a point you can see within range. Whenever you use a bonus action to manipulate the Bestial Mirage, you may move it up to 30 feet to a point you can see, but the beast cannot move more than 60 feet away from you before fizzling out, and you may create the illusion of it attacking a foe and force that creature to make a wisdom saving throw. On a failed save, that creature takes 2d8 Psychic damage, and it makes any following saves at disadvantage. On a successful save, the creature is aware that the beast is a mirage, and does not take any damage, and cannot be damaged by it for the remaining duration. The Bestial Mirage's damage increases by 1d8 at druid levels 10 (3d8) and 14 (4d8).
Sanctuary Mirage. You create the illusory image of an oasis to a point you can see within range. Whenever you use a bonus action to manipulate the Sanctuary Mirage, you may choose to apply one of the following effects. Sanctuary's Blessing- The Oasis pulses arcane energy and each ally within 15 feet of it regain 2d8 hit points. Whenever you use this ability, you may reduce the number of dice you roll by 1d8 to cure allies of any one of the following conditions afflicting them: blinded, deafened, paralyzed, petrified, poisoned, unconscious or one level of exhaustion. Sanctuary's Blessing's base healing increases by 1d8 hit points at druid levels 10 (3d8) and 14 (4d8). Sanctuary's Revolt- For up to 3 creatures you can see within 30 feet of the mirage, the Oasis cripples and pulses necrotic energy and they take 1d8 Necrotic damage, and they must make a DC 12 Wisdom saving throw or be frightened of the mirage until the end of your next turn. On a successful save the creature is aware that the Oasis is a mirage, and does not take any damage, and cannot be damaged by the for the remaining duration. Sanctuary's Revolt increases by 1d8 damage at druid levels 10 (2d8) and druid level 14 (3d8).
Archaic Mirage. You create the illusory image of an ancient ruins emerging from the ground to a point you can see within range. The ruined building can be no larger than a 15 foot cube, and grants any ally within it three fourths cover. An ally that moves within the ruined building gains 1d6 temporary hit points. Any creature observing the ruined building perceive it as a solid structure and would need to succeed an Investigation check against your spell save DC to discern otherwise. A creature that succeeds the check is aware that the structure is an illusion. If a projectile were to pass through the illusion, you may use your reaction to simulate the object hitting the projectile the creature that fired it may make the Intelligence check to determine if it is an illusion at advantage.
Dune Strider
Because of your years spent in the desert, you've learned how to traverse it most efficiently as to not be impeded. Any type of natural difficult terrain you may experience in the desert such as shifting sands or sandstorms don't impede your movement.
As an action, you can expend a spell slot 2nd level or higher to select an area of natural ground within 60 feet of you in a 15 ft. diameter and convert it into difficult terrain. Choose one of the following effects based on the type of terrain it was:
Sand. The sand in that area starts to swirl around and pull creatures into the center of it. Each creature that starts its turn inside the quicksand, or enters the quicksand must succeed a DC 15 Dexterity saving throw or be pulled 5 feet toward the center of the it, and takes 1d6 bludgeoning damage once it reaches the center, and each turn it starts in the center.
Dirt. The dirt in that area turns to mud and traps creatures inside it. Each creature that starts its turn inside the mud, or enters the mud must succeed a DC 12 Dexterity saving throw or be restrained by the mud. A creature can make a DC 12 Strength check to break free from the mud at the end of its turn or as an action.
Stone. The stone in that area grows large stalagmites. Each creature that is in the area when you shift it must succeed a DC 15 Dexterity saving throw or take 3d6 piercing damage from the rising stalagmites.
Each of the terrain adjustments you make last for 20 minutes unless an action is taken to return it to normal before the duration expires.
Mirage Fighter
Whenever you expend a use of your wild shape to create an Illusory Mirage, you may choose from a fourth mirage to summon.
Occult Mirage. You create the illusory image of a spectral being to a point you can see within range. The being takes the shape of a humanoid but lacks any facial features, instead being blurred where a face would be. Whenever you use a bonus action to manipulate the Occult Mirage, you may cast one of the following spells by expending a spell slot of 2nd level or higher:
Wrath of the Oasis- A sandstorm forms around the mirage in a 20 foot diameter lightly obscuring the area. Any creature that ends its turn within 10 feet of the mirage, or if the mirage passes by it, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. (The damage of the sandstorm increases by 1d8 at druid level 14)
Rejuvenation of the Oasis- A bright light radiates from the mirage in a 20 foot diameter and sheds dim light up to 30 feet. Any ally within 15 feet of the mirage when it casts the spell gain 4d8 hit points, and cures any of the following conditions: blinded, deafened, paralyzed, petrified, poisoned, stunned, unconscious, and up to 2 levels of exhaustion. A creature that has been healed in this way cannot be healed by a mirage for up to 24 hours, or until they have taken a long rest. The amount of healing increases by 1d8 at druid level 14.
Guardian Beast of the Oasis- The spectral being takes the form of any beast that you have seen before. The beast bears broken shackles on its limbs and radiates an earie glow of dim light up to 30 feet from it. The beast can take one of two actions on your turn. The beast bellows out a sickening roar and forces each creature (except for your allies) that hears it within 60 feet if it to succeed a DC 15 Wisdom saving throw or else it is stunned until the end of its next turn. Or the beast makes a melee attack and forces the target to succeed a DC 15 Wisdom saving throw, dealing 3d8 psychic damage on a failed save. On a successful save, the creature is aware that the Beast Gaurdian is a mirage and doesn't take any damage from the beast for the remaining duration of the mirage.
Seed of Life
You conjure a seed imbued with the vitality of the desert that you can plant in the sand. Over the course of 10 minutes, you perform a ritual to convert the surrounding area in a 40 foot diameter into a thriving oasis. By expending a 3rd level or higher spell slot you may create a mirage dome around it that hides it from the outside. From the outside, it appears just as the area did before you arrived, but an object may still pass through it, and from the inside it is partially obscured looking out. Any creature that completes a short rest or a long rest gain the following benefits
Short Rest. Any creature that completes a short rest inside the dome may roll double the amount of hit dice without expending them (for example if you roll 4 hit dice and have 8 total, you would roll 8 and still have 4 left over). They also gain 2d10 temporary hit points at the end of the short rest.
Long Rest. A creature that completes a long rest gains 4d8 temporary hit points at the end of the rest. They also gain an inspiration die at the end of a long rest.
The Oasis lasts for 4 hours, unless you expend a spell slot of any level to extend the duration to 8 hours.
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