Base Class: Druid
Druids of the Oasis bring life to places where none should exist. They coax water from stone, nurture roots in barren soil, and breathe vitality into desolate lands. Their power embodies hope and resilience—an unyielding promise that even in the harshest conditions, life endures.
Circle Spells
3rd-level Circle of Oases feature
You have formed a sacred bond with the life-giving forces of the natural world, capable of summoning renewal even in the harshest places. Your connection to this living vitality grants you access to certain spells when you reach specific levels in this class, as shown on the Circle of Oases Spells table.
Once you gain access to 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, the spell is nonetheless a druid spell for you.
Circle of Oases Spells
| Druid Level | Spells |
|---|---|
| 3rd | Create or Destroy Water, Goodberry, Locate Animals or Plants, Spike Growth |
| 5th | Create Food and Water, Water Walk |
| 7th | aura of life, Hallucinatory Terrain |
| 9th | Greater Restoration, Tree Stride |
Summon Oasis Bloom
3rd-level Circle of Oases feature
As an action, you can expend one use of your Wild Shape feature to summon an Oasis Bloom instead of assuming a beast form. The Oasis creates a thriving sanctuary of life and healing centered within 30 feet of you.
The Oasis has an AC of 8, hit points equal to 5 × your druid level, and automatically fails saving throws. It can be targeted by attacks and damaged; if reduced to 0 hit points, it crumbles to dust, ending its effects.
While active, the Oasis grants the following benefits:
- Any creatures of your choice within the Oasis when it appears immediately gain temporary hit points equal to your Wisdom modifier.
- Allies (including you) that start their turn inside the Oasis regain hit points equal to your Proficiency Bonus.
- You and any chosen creatures in the Oasis have advantage on saving throws against exhaustion, disease, and poison.
- Hostile creatures that start their turn within the Oasis have their speed halved and suffer disadvantage on melee weapon attack rolls.
At Level 6 your Oasis grants the following:
- Duration increase to 1 hour.
- Radius increases to 60 feet.
- Oasis healing becomes twice your Proficiency Bonus.
- The Oasis gains resistance to nonmagical bludgeoning, slashing, and piercing damage.
- Once per turn, allies (including you) may add 1d6 to a single weapon or spell attack roll made while in the Oasis.
At Level 10 your Oasis grants the following:
- Duration increase to 24 hours.
- Radius increases to 100 feet.
- You and your allies can complete a short or long rest in half the usual time while within the Oasis.
- Once per encounter, allies (including you) who begin their turn at 0 hit points automatically gain one successful death saving throw.
At Level 14 your Oasis grants the following:
- Once per day, allies (including you) may use their reaction to turn one failed skill check, saving throw, or attack roll into a success.
- The Oasis gains immunity to nonmagical bludgeoning, slashing, and piercing damage.
- If you expend three uses of Wild Shape while summoning an Oasis Bloom, the Oasis becomes permanent.
- A permanent Oasis loses its effects if reduced to 0 hit points, but regenerates fully after 1 hour, restoring all its features.
Verdant Retaliation
6th-level Circle of Oases feature
When a hostile creature damages your Oasis Bloom or a creature within it, you can use your reaction to cause the ground to erupt with grasping vines and blooming thorns. The attacker must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 2d10 piercing damage and its speed becomes 0 until it succeeds on a saving throw at the start of its turn or uses its action to break free. On a successful initial save, it takes half as much damage and its speed is not reduced.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Additionally, when you use your Wild Shape feature while within an Oasis Bloom, your beast form gains resistance to nonmagical bludgeoning, slashing, and piercing damage.
Wellspring of Vitality
10th-level Circle of Oasis Feature
Your bond with the Oasis runs deep, allowing you to carry its rejuvenating energy wherever you go. This connection grants you three special actions:
- Bloom of Life: As an action, you can channel the life energy of your Oasis into the surrounding environment. Choose a point on the ground that you can touch. Over the next 6 seconds, the area within 60 feet of that point bursts with lush growth and vitality. You can use this ability once per short or long rest, choosing one of the following effects:
- Purify. You cleanse tainted soil or water in the area, neutralizing poisons, disease, and light corruption as though affected by purify food and drink.
- Revive Flora. You restore wilted or dead plants to healthy life, encouraging rapid growth and fertility. Crops or natural vegetation in the area thrive for several days.
- Sense Life. You attune your senses to the pulse of living things within 60 feet of the chosen point for 1 minute, even through solid earth or foliage. You learn the general number, size, and creature types (plant, beast, humanoid, etc.) of living beings present, but not their exact locations.
- Plant Armor: When you are not in Wild Shape, you can use a bonus action to weave protective plant armor around yourself. While the armor lasts, you gain a +2 bonus to AC and advantage on saving throws. The armor crumbles away when you assume Wild Shape or become incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a long rest.
- Wild Healing: While in Wild Shape, you can use a bonus action to heal a creature you can see within 30 feet of you. The creature regains hit points equal to your Wisdom modifier (minimum of 1).
Pathways of Renewal
14th-level Circle of Oases feature
Your Oases become part of a vast, interconnected web of life. Through these sanctuaries, you and your allies can traverse the natural world in an instant.
As an action while within any Oasis Bloom (regardless of who created it), you may choose another Oasis Bloom you have previously visited on the same plane of existence and open a Pathway of Renewal between them. The plants within the oasis bind and pull the air together to form a verdant portal that you and up to eight willing creatures of your choice can step through.
When you enter the portal, you vanish from your current Oasis and reappear within 30 feet of the center of the destination Oasis. Both Oases glow with vibrant life energy for up to 30 seconds (5 rounds) while the portal remains open, during which time neither can be targeted or damaged.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend one use of Wild Shape to use it again.
If no other Oasis Bloom exists on the same plane of existence, the feature fails but your Wild Shape use is not expended.
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