Circle of the Sandstorm

by ChromosomeChorus

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Circle of the Sandstorm

Druids of the Circle of the Sandstorm strive to imitate the power, beauty, and serenity of the endless desert, becoming as swift and deadly as the wind that sweeps through the dunes. To this end they practice the art of combat in remote and isolated areas amidst the sands, honing body and mind as they commune with nature. These druids are as coarse as the sand and as inclement as the blazing sun, for in a place where every day is a battle for survival weakness has no place, however they can also be as comforting as an oasis, giving others the strength to continue an arduous journey.

Fighting Style

When you choose this circle at 2nd level, you choose one fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once even if you later get to choose again.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Desert Dance

When you choose this circle at 2nd level, you can mix your martial training with druidic magic to conjure a magical sandstorm that rages around you called a desert dance. As a reaction when you roll for initiative or as a bonus action on your turn you can spend one use of your Wildshape feature to start a desert dance. While your desert dance is active, you gain the following benefits:

  • You don't need to provide verbal or somatic components for druid spells as the whirlwinds whisper incantations.

  • You create a 10 foot sphere of strong wind centered around you that moves with you, creatures of your choice who end their turn inside it must make a Dexterity saving throw against your druid spell save DC or become blinded until the start of their next turn as the howling winds and desert sands buffet them and obstruct their vision.

  • You and all allies within the sphere of strong wind are lightly obscured and gain the benefits of half cover as the storm hides and protects you.

The desert dance lasts for 10 minutes. It ends early if you don medium or heavy armor or wield a shield, if your turn ends and you haven't attacked or taken damage since your last turn, or if you use two hands to make a weapon attack.

Desert Dweller

Starting at 6th level, you are accustomed to the harsh conditions of the desert. You gain resistance to fire damage, you can survive with half the normal amount of food and water, and you ignore the effects of difficult terrain caused by wind or sand.

Art Credit: "The Prince" by Ubisoft - "Sand Dunes" by Tommy Franicevich


Raging Sandstorm

Also at 6th level, when you take the Attack action on your turn while your desert dance is active, you can spend a druid spell slot to extend the sphere of strong wind by 5 feet until the beginning of your next turn and deal 1d6 slashing damage to a number of creatures up to your Wisdom modifier within the area for every level of the spell slot to a maximum of an extra 25 feet and 5d6 slashing damage, this damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Mirage

Beginning at 10th level, you are as swift as a storm and as shifting as the dunes. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Master of the Dunes

At 14th level, you can exert your will over the elements and the denizens of the sands. As an action on your turn, you can create up to two of the following effects:

  • You can target one beast or elemental type creature that you can see of a CR equal to or lower than your druid level and force it to make a Wisdom saving throw against your druid spell save DC. On a failure, they become charmed by you for 1 minute.

  • You can change the direction and increase or decrease the intensity of the wind in a 1 mile area centered on you, causing strong winds to become slow winds or slow winds to become strong winds (50 miles per hour) for a number of minutes up to your Wisdom score.

  • You can cause it to start or stop raining in a 1 mile area centered around you. If you choose to make it rain, it lasts for a number of minutes up to your Wisdom score, you can choose the rain to be either light or heavy.

  • You create the effects of either a wind wall or wall of sand spell without expending a spell slot, using Wisdom as your spellcasting ability for it.

You can use this feature once and you regain the ability to do so once you finish a short or long rest.

 

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