Barbarian
Base Class: Barbarian

Barbarians who follow this path create constructs using sand and rock, such as obsidian armour which reforms itself as it breaks off. You can also use techniques used to sharpen rock to sharpen blades, making them much more effective in combat.

Sandstorm

Starting when you choose this path at 3rd level, you can create a sandstorm when you rage. If you do so, for the duration of your rage, all creatures inside the sandstorm must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or they have disadvantage on their attack rolls and lose their Dexterity bonus (if they have one) to their armour class as they are inhibited from moving. When your rage ends, you suffer one level of exhaustion.

Sand Tentacles

Beginning at 6th level, you can use your action to entangle someone with tentacles made of sand. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be grappled by them until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the grappled creature until the end of your next turn. These must be have a point of contact to the ground, wall or ceiling.

Sandstone

Beginning at 10th level, you can use a bonus action to surround yourself with small pieces of rock that forms into fluid armour. This armour cannot break as it reforms itself and it cannot be taken off. This armour can be destroyed when you choose to do so, and it turns back into a pile of sand. You can only wear this armour when you have no other armour equipped and while wearing this armour your Armour Class equals 12 + your Dexterity modifier + your Constitution modifier. You can use a shield and still use this armour.

Barbed blades

Starting at 14th level, you can encrust weapons with sharp shards of sand and rock while sharpening them. While this process takes it's time, it can cause the weapon to be much more lethal. You can spend 2 hours refining the edge of a weapon which deals slashing or piercing damage. During this process the weapon can be repaired of any slight deformities in the blade though this may take extra time (DM's discretion). By the end of the process, the encrusted weapon causes serious wounds, which cause the target to bleed as the encrusted weapon to tear the skin and poison the blood with sand. Targets must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or they take 1d4 points of slashing or piercing damage (based on the weapon) at the start of each of their turns. They, or another creature, can use an action to stop the bleeding and bandage the wound, ending this effect. They also make a Constitution saving throw at the ends of their turns (DC equal to 8 + your proficiency bonus + your Charisma modifier) to end the effect.

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