A lifetime of skullduggery, deception and most importantly seeking companionship with your mana led you to develop following abilities-
Sands of Trickery: Contrary to the traditional magic wielders, your mana is dense and expresses itself in a sand-like nature.
Veil of Sand: A thin microscopic layer of Sand-like mana hovers around your body, covering your body under its protection unless you willingly suppress it or have the incapacitated condition. When active this veil follows the rules below-
- You have resistance to bludgeoning, lightning and poison damage while being vulnerable to fire damage.
- You can use your bonus action to increase your AC by 1 at cost of a spell slot, you need to use a different level spell slot each time you use this ability per duration. You can stack this benefit 3 times to the maximum of 21. The duration lasts for 3 minutes, counting from the first time you used this ability. You can use this ability equal to your proficiency bonus per day.
Dry Whispers from the Desert: Conversations with your mana carried stray whispers from the desert to your abode, starting from the hisses of desert adders to the manipulating coos of merchants.
- Raise your Charisma by 1
- When in contact with the sand from your homeland, you get advantage on all Persuasion and Deception checks while getting disadvantage on Animal Handling checks.
Sand Puppets: companionship with your mana allows you to use it to posses other creatures by threading their existence to the Sands of Trickery
- As an magical action, you can possess creatures by infusing your mana in them. You need to make a deception/persuasion check (DC = The creature's CR/CL + their wisdom mod + proficiency), if you fail you deal xd4 (x = CR/CL) to the creature without cost of a spell slot, if you pass you gain complete control over the creature with the only exemption being their thought in exchange of a spell slot equal to the creature's CR/CL. You can use this feature a number of times equal to your proficiency bonus. [CR = Combat Rating, CL = Character Level]
- The possessed creatures can roll a Constitution or Wisdom saving throw (they choose) 5 times for the first minute with a 12 seconds gap, 10 times for the first two hours with a 12 minutes gap then once every week until the first full moon and once every full moon from then on onwards. If the possessed creature gets submerged under water the possession wears off. The possessed creatures have resistance to fire. If you sleep or have the incapicitated condition, so will your the creatures under your possession.
- You can posses a number of creatures amounting to Y {Y = your highest spell slot ÷ the total CR of your minions (if 0, then round up to 1) , rounded down}. When you discard a possessed creature after a week onwards they take 6d6 piercing damage and 6d6 slashing damage as your mana rips through their internal organs as it comes back to you.
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