The desert horizon set forged by the forger of the six horizons.
1. Veil of the Desert
Wondrous item, uncommon
Properties
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Advantage on Deception checks.
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Once per short rest, you can create a 15‑ft cone of blinding sand (Con save or blinded for 1 round)
🥾2. Sandstrider Boots
Wondrous item, rare(requires attunment)
Properties
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You can bend sand under your feet. When you do this chose either 1.Sand jump,you push up the sand as you jump boosting your jump by up to 10ft 2.Pile,you summon a 5ft by 5ft and up to 10ft tall pile of sand under your feet.
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+10ft of speed while on sand.
🧣 3. Miragewrap Scarf
Wondrous item, rare
Properties
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Advantage on saving throws and checks against illusions.
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Once per long rest, you can cast Mirror Image
🛡️ 4. Dunebound Armor
Armor (light), very rare (requires attunement)
Properties
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AC 14 + Dex.
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Once per long rest, you can blur your form for 1 minute:
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Attackers have disadvantage on attacks against you until they hit you once.
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🗡️ 5. Scimitar of the Desert Wind
Weapon (scimitar), rare (requires attunement)
Properties
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+2 scimitar.
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Once per day, when you drop a creature to 0 HP, you create a heat shimmer:
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You become lightly obscured for 1 minute.
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🏜️ SET BONUSES — Desertwind Ensemble
2 Pieces — Galefoot
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+10 ft movement speed.
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You ignore difficult terrain caused by sand.
3 Pieces — Mirage Step
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Once per short rest, you can create a 5‑ft illusionary duplicate that lasts 1 round and can draw attacks.
4 Pieces — Heat of the Dunes
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Resistance to fire damage.
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When a creature misses you with an attack, you can move 5 ft without provoking opportunity attacks.
5 Pieces — Avatar of the Endless Dunes
Passive Effects
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You can cast Major Image once per day.
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You cannot be tracked by nonmagical means in sand.
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You have advantage on all Acrobatics checks.
Mirage Form (1/day) For 1 minute:
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You create a shifting afterimage that moves with you.
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Attackers have disadvantage on the first attack they make against you each round.
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Your first attack each turn deals +3d6 psychic damage
- You can use a action to create quicksand cyclones on the ground. When a creature steps in or starts its turn on a quicksand cyclone they must make a DC 18 strength saving throw or be buried in 20ft of sand. While buried in sand they must make a DC 20 athletics check or not be able to move more then 5ft up. While under the sand a creature who spends more then two turns under the sand they will take 1d6 bludgeoning damage that cant be resisted per turn after the second.
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