Sandwalker
Starting at 2nd level, moving across sand or loose earth costs
you no extra movement. Also, you have advantage on checks
made to forage for food or find water while within deserts and
similar terrain.
Servant of the Desert
When you choose this circle at 2nd level, you bond with a
spirit of the desert that remains by your side. This spirit takes
the form of an insubstantial cloud of sand, that can fit within a
five foot cube, in the shape of a beast. It stays within 5 feet of
you, in an unoccupied space. The spirit is tangible because of
the sand used to create it, but attacks miss it automatically. It
succeeds on all saving throws, and it is immune to all damage
and conditions. As a reaction, when a creature you can see
targets you with an attack, you can have the spirit
momentarily swirl between you and the attacker, giving the
attack disadvantage.
Additionally, when a creature you can see fails a saving
throw against one of your druid spells, you can have the spirit
swarm within the creatures space until the end of its next
turn, or until you use your reaction to interpose the spirit
between yourself and an attacker. The creature is blinded
while it remains in the area occupied by the spirit.
Spirit Guide
Beginning at 6th level, your spirit can become strong enough
to bear weight. As an action, you can have the spirit expand to
become Large, or return to its normal size. While Large, it
gains a Strength score equal to your Wisdom score. While in
this form, it can be ridden as if it were a mount by you and
creatures friendly to you, and it can carry an amount of
pounds equal to thirty times its strength score. Your spirit
automatically returns to its normal size when you activate any
of your other features that require your spirit.
Call the Dune
Starting at 10th level, you can use your action to disperse your
spirit and cast wall of sand without using a spell slot. The
spell lasts until you end it (no action required), requiring no
concentration. Until the spell ends, you cannot benefit from
any of your features that require your spirit.
Dust Devil
Starting at 14th level, you can expend a use of your wild shape
to merge with your spirit and take on a number of its
properties. For one minute, you have resistance to cold and
fire damage, your size becomes Large, and you gain a number
of temporary hit points at the start of each of your turns equal
to your Druid level. For the duration, the area within ten feet of
you becomes heavily obscured for creatures other than you,
you gain a flying speed equal to your walking speed, and you
cannot benefit from any of your features that require your
spirit. Once you have used this feature, you can't do so again
until you complete a long rest.
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