Druid of the Sands

The deserts surrounding the river Mutar can be harsh, and those that live in the caravans and nomadic groups need to learn to fend for themselves during their long trips outside of shelter. While the Muhadrim travel the lands to teach of religion and history, the Sahir Alramal are a group of druidic tutors that instruct the Mutan people in the will of the land.

Agriculture, survival, and husbandry are their trades, but for those that show aptitude in the magical arts, they also impart the wisdom of Hun and the ferocity of Wuri. Through them, they are able to channel the earth itself and use her mighty power to heal their countrymen, commune with nature, and wield the elements against the foes of the Mutar.

Life in the Kingdoms of the Mutar teach many that life is hard enough on its own, and taking another's life should not be taken lightly. And when you strike, do so decisively and with ferocity. The Sahir Alramal choose to take the forms of wind, sand, or the small animals and insects native to the deserts they dwell. Often a thief or usurper is unaware of the presence of the druid at all until it is too late: dying days later from the venom of a scorpion, or being engulfed in ensorcelled earth to a sandy grave.

Though nature herself is the first teacher the Sahir Alramal have, those of their order that are able meet yearly on the first moon of Lunestr to share stories, teachings, and revelry with each other in a remote location they call the Dead Grove. They say its location is never in the same place twice, and that it may even exist outside of the plane of reality, but that the followers of the Sahir Alramal are able to glean it's location from the earth itself.

These druids typically do not require or desire a leader, but in extraordinary situations they elect a council of 3 archdruids known as the Malajhin to convene and make decisions for the order. In the past, events have included war (both inside and outside of their borders), natural disaster, or an imbalance in the cycle of life and death. If nature herself is threatened, or the realms of the Mutar in danger, a robed mystic may appear from a sudden sandstorm to offer their counsel.

Druid: Circle of the Sand
Fidelity Bonus: Mutan humans receive Inspiration at the start of every session. In addition, if you are transformed into a Beast Shape native to Mutar, you can ignore a single damage resistance of your choice each time you attack a character.

The Dead Grove: The druid can spend 4 hours outdoors to commune with the Dead Grove. This must be uninterrupted meditation, and upon completion they are transported to the Dead Grove. They can repeat this ritual to return to a spot within 15 feet of where they left. When this is used, 10 days must pass before it can be used to travel back to the Grove.

Wuri's Way: The druid can use Sickles or Glaives in place of a spellcasting focus, and always have proficiency in both.

Way of the Swarm
Starting at level 2, when you are transformed by Wild Shape and the Beast Shape has a base size of Tiny, you do not spend a use of Wild Shape.

Venomancer
Starting at level 6, you can cast the Poison Spray cantrip while using Way of the Swarm. Additionally, when transformed into a Beast Shape that is venomous, you can add one of the below effects to any hits you make with your venomous weapons. No target can be affected by more than one venom at a time.

Gustgate
At 10th level, you are able to spend a use of Wild Shape to cast Dimension Door. Additionally, you add the below spells to your list of spells and they are always prepared:

Shikari
When you reach 14th level, you can spend a use of Wild Shape to turn yourself into a pit of sinking sand.

When transformed, your movement becomes 5ft, and you can take no action other than to move or to spring the trap. You are invisible and make no noise if you remain immobile and are transformed on top of sand, dirt, volcanic rock, or gravel. When you spring your trap, you immediately cast Gravity Sinkhole on your position, using a spell level of your highest prepared spell. Any character within the radius and unaware of your position has disadvantage on the saving throw, and you are unaffected by the spell.

You revert to your normal form immediately after. If a character is pulled into your space, they immediately become Restrained, and are waist deep in sand. You reappear in any unoccupied space within 20ft that is no more than 5ft lower or higher than your initial space.

If any enemy characters were within the radius of the sinkhole, you will not receive a surprise round in combat, and add 10 to your initiative for the remainder of the combat.