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Circle of Sand

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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