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Circle of the Silver Sands

Circle Spells

The esoteric powers of the sands imbue you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to a number of circle spells, listed below in the silver sands table.   Once you gain access to a circle spell, 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. 
Silver Sands
Druid Level  Circle Spells
3rd  Bless, Sleep
5th  Aid, Dust Devil
7th  Revivify, Wall of Sand
9th  Death Ward, Stone Shape

Mystic Bond

Starting at 2nd level, you always have a small stream of silver sand whirling around you that you can freely manipulate and control as an action. You must be able to see the sand to do so and it must be within 10 feet of you. If you ever lose your sand, it mysteriously appears back to you within 5 feet after 24 hours.   Additionally, you may use the sands as a weapon. You are considered proficient with them and use your Wisdom as the attack and damage modifier. The sands have a range of 5 feet and deal 1d6 slashing damage.

Sanctified Terrain

Also at 2nd level, you may expend a use of your Wild Shape feature to scatter some of your sand around in a 30 foot area centered on you that moves with you. This aura lasts for 1 minute and all fey, fiends, celestials, undead, and elementals consider the area to be difficult terrain, take damage equal to your Wisdom modifier at the start of their turn while within it, and are revealed to you if they are invisible or hidden in the area.

Empowered Sands

Upon reaching 6th level, the bond you have with your sand has grown stronger. Your silver sand gains the following benefits:
  • When you attack with your sands they count as magical for the purpose of overcoming resistances and immunities.
  • Your sand's damage die increases to a d8
  • You can now control your sands out to a maximum range of 20 feet.

Granular Transport

At 10th level, you can control your silver sands to rapidly whirl around you in order to provide you with elevated movement. As a bonus action, your movement speed increases by 30 feet and you gain a fly speed of 30 feet until the start of your next turn. You may use this feature a number of times equal to your Wisdom modifier and regain all uses after a short or long rest.

Hallowed Tempest

Beginning at 14th level, as an action you create a magical sandstorm that stretches out around you by 30 feet and that follows you as you move for 1 minute. All friendly creatures within the storm gain temporary hit points equal to your Druid level at the start of each of their turns and have their movement speed increased by 10 feet for the duration. All hostile creatures that enter the storm or start their turn within it for the first time must make a Constitution saving throw against your Spell Save DC. On a failed save, while they're within the storm they are blinded and gain vulnerability to slashing damage if they are not resistant or immune to it. If they are resistant then they lose their resistance and if they are immune then they are instead only resistant. Fey, fiends, celestials, undead, and elementals have disadvantage on this save.   Once you use this feature you may not do so again until your finish a long rest.

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