Druid: Circle of Sand

by Hyperdrift

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Circle of Sand

Druid: Circle of Sand


The druids of Dunhalen watched helplessly as the dwarven empire felled vast forests to fuel forges and shore mine tunnels. As Dunhalen turned to wasteland, the druids unleashed their ultimate revenge, vowing eternal service to a powerful elemental, the Prince of Sand, in exchange for laying a curse that causes all metal in Dunhalen to rust away (save the magical sunsteel that belongs to the desert). The dwarves fled to the Underdark, while the Circle of Sand remains to protect Dunhalen, from the badlands and its hobgoblin mobs trafficking in sunsteel, to the haunted oases; from the monster-ridden petrified forests and the dry lakes of the desert lizardfolk, to the dune sea and the ankheg colonies of the highland cactus fields, wielding primal power from the planes of earth and air.

Circle Spells

You gain the following spells at the druid levels listed in the circle spells table. The spells are druid spells for you and they are always prepared, and they do not count against the number of spells you can prepare each day.

Druid Level Spells
2nd create or destroy water, earth tremor
5th dust devil, Maximillian's earthen grasp
9th wall of sand, erupting earth
13th dominate beast, summon elemental
17th control winds, insect plague

Bond Elemental

2nd level Circle of Sand feature

In a ritual known to the circle of sand, you bond an elemental spirit of the desert with air and earth aspects to your soul. After bonding the elemental, when you cast a spell that targets a beast, for example animal friendship or beast bond, the spell can also target a monstrosity with a burrow speed and a CR up to half your druid level. Examples of burrowing monstrosities include the kruthiks, swarm of insects, ankhegs, swarm of hoard scarabs, swarm of scarabs, bulettes, and umber hulks. For monstrosities with a burrow speed and Intelligence higher than 4, the creature must attempt a Wisdom saving throw versus your spell DC. On a success, the spell does not take effect.

Additionally, you can wild shape into a dust mephit. When this form is reduced to 0 HP, the death burst triggers before you transform back.

Desert Thri-Kreen Form

2nd level Circle of Sand feature

After bonding an earth elemental, you can expend a use of your wildshape to enter desert thri-kreen form. You retain your ability scores, class features and racial traits that are applicable in this form. For example, if your race is aaracokra, in thri-kreen form you still have wings, but they are insectoid wings. In desert thri-threen form, your creature type is monstrosity and you gain the Chameleon Carapace, Secondary Arms, and Thri-kreen Telepathy traits of the thri-threen race (see Mordenkainen's Monster's of the Multiverse).

While in desert thri-kreen form you can communicate telepathically with monstrosities and elementals with a burrow speed.

Ankheg Mount

6th level Circle of Sand feature

You know the spell find steed. It is a druid spell for you and is always prepared, but does not count against your number of prepared druid spells. When you cast find steed you must choose the form of your steed to be an ankheg or adult kruthik, and its creature type is elemental. While mounted, on your turn you can use your action to direct the steed to take the attack action.

Unleash Elemental

10th level Circle of Sand feature

You can Wild Shape into an earth or air elemental. When you cast cast one of your circle spells, you can Wild Shape as a bonus action.

Form of Sand

14th level Circle of Sand feature

Your flesh and elemental have formed a harmonious bond. When you are attacked, parts of your body can shift between flesh, stone, and sand to deflect or avoid damage. You have resistance to bludgeoning, piercing, slashing, and poison damage, and you have advantage on saves to avoid the prone condition and forced movement.

Credits

All artwork is original (Midjourney tool v6).

Version History

Date Version Change
2024.05.25 1.0 Initial release

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