Druids who join the Circle of the Desert are as harsh and unforgiving as the sands of Nuria‐Natal. Cross them and the desert itself rises against you. Be generous with them and the desert reveals its bounty.
The Desert Provides
At 2nd level when you choose this circle, you gain the ability to cast create or destroy water without expending a spell slot or material components. Once you have used this ability you can’t use it again until you finish a short or long rest.
At 6th level you may use this feature to instead cast create food and water.
Heatwave
Also at 2nd level, when a creature takes fire damage from a cantrip that you cast, you can choose one creature within 10 feet of your target. That creature takes fire damage equal to your Wisdom modifier (minimum 1).
One with the Sands
Starting at 2nd level, your body has become adapted
to the ferocious desert. You can go twice as long without water, gain advantage on saving throws against exhaustion due to heat or lack of water, and are not slowed by difficult terrain caused by sand.
At 14th level, you become immune to exhaustion caused by heat or lack of water.
Guardian of Dust
Beginning at 6th level, you can expend one use of your Wild Shape feature as an action to summon a spirit
of the desert. It takes the shape of a dust devil and surrounds you for 1 hour, until you fall unconscious,
or you dismiss the spirit. The spirit occupies the same space as you and moves with you. While it is active, ranged weapon attacks against you have disadvantage, and creatures that strike you with natural weapons take 1d8 + your Wisdom modifier (minimum 0) bludgeoning damage from the buffeting wind. You suffer no damage from its swirling winds.
Light of the Sun
Starting at 10th level, when you cast a spell that deals fire or radiant damage, you can add your Wisdom modifier
(minimum 0) to one damage roll. Targets that take damage shed bright light in a 5‐foot radius and dim light for an additional 5 feet until the end of your next turn.
Crashing Dune
Upon reaching 14th level, as an action you can conjure up a wave of sand under your feet that rushes forward, affecting creatures in a 30‐foot square. Each creature other than you in that area must make a Dexterity saving throw equal to your spell save DC. On a failed save, a creature takes 4d8 bludgeoning damage, is knocked prone, and is pushed to the edge of the wave. On a successful save, a creature takes half as much damage and is not knocked prone or pushed. You can ride the wave, allowing it to push you to its end. Once you have used this ability, you can’t use it again until you finish a short or long rest.
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