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  As an action, choose a number of creatures within 30 feet


of you that you can see up to your Wisdom modifier
(minimum of one) and spend a number of dice equal to half
your druid level or less. Roll the spent dice and add them
together. Each target must make a Dexterity saving throw,
taking fire damage equal to the total on a failed saving throw
or half as much damage on a successful one.
You regain all expended dice when you finish a long rest.

6th-level Circle of Wastelands feature
Your connection to the sun imbues with even greater power.
You can transform unspent sun dice from your Relentles Sun
feature into one spell slot as a bonus action on your turn. The
Dice for Spell Slots table shows the dice cost of creating a
spell slot of a given level. You can create spell slots no higher
in level than 5th, and you cannot create spell slots for spell
levels which you cannot yet cast.
Any spell slot you create with this feature vanishes when
you finish a long rest.
Dice for Spell Slots
Spell Slot Level Dice Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Original art by Daniel Comerci. 


10th-level Circle of Wastelands feature
 You can expend one use of Wild Shape to transform into a
At 2nd level, a druid gains the Druid Circle feature, which being composed of sand. While in this form, you gain the
offers you the choice of a subclass. The Circle of Wastelands following benefits:
option detailed below is available to you when you make that You gain resistance to bludgeoning, piercing, and slashing
choice. damage.
 When you hit a creature with a melee weapon attack, you
can force the target to make a Constitution saving throw
Wastelands, deserts, barrens. These terrain types rarely against your spell save DC. On a failed saving throw, the
inspire hope in the living. But as a druid of the Circle of Sand, target is blinded until the start of your next turn.
you recognize that even the cruelest biomes hold wonder and You can move through a space as narrow as 1 inch wide
magic. And as a druid of this circle, you draw on the without squeezing.
elemental powers of the wastelands to turn its fury against You can use your bonus action to teleport up to 60 feet to
those who oppose you and yours. any unoccupied space you can see.
 These benefits last for 10 minutes or until you use your
2nd-level Circle of Wastelands feature Wild Shape again.
You are accustomed to living in conditions of extreme 
weather. You automatically pass all saving throws related to 14th-level Circle of Wastelands feature
nonmagical conditions of extreme cold and extreme heat. The fire within your soul pushes you beyond the tethers of
 mortality. When you are reduced to 0 hit points and have sun
2nd-level Circle of Wastelands feature dice remaining from your Relentless Sun feature, you can roll
any number of the sun dice you have left and regain a number
You can channel the heat and fire of the sun into deadly of hit points equal to the total.
attacks. You have a pool of sun dice represented by a number
of d8s equal to your druid level.

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