Base Class: Fighter
The clan of the Desert warriors use the abilities derived from the vast barren and sun beaten plane, dominating their terrain as they take aspects into every battle they wage. even if they leave the desert the desert never leaves them.
Sand shroud
as a bonus action for 1 minute a number of times equal to your proficiency bonus +1 you can conjure sand in a 5 foot sphere surrounding yourself, this sand cannot be unwillingly moved from its position unless you move. You gain the following benefits while the sand is up
- +1 to ac
-+10 to movement
-as a bonus action you can direct your sand to anyone within your sphere to make dex checks against 8+prof+con or be blinded or have to subtract a d6 from any attack roll made on you until the end of your next turn.
Desert dweller
You have advantage to get out of sand type traps,
you don’t take difficult terrain in any sand based environment.
You do not have to drink water to survive, you can take in the moisture in the air.
In desert environment you have advantage on stealth.
You have a d6 to add to animal handle if checks with and desert native creature
Sand storm
Your shroud gains the following
- it is now a 15ft square
-as a reaction you can make everyone in the sphere make a strength saving throw of dc=8+pb+con or be knocked prone or moved 5 ft closer or further away.
- any enemy staring it’s turn in the shroud must make a con save or take 2d6 magical slashing or half as much on a success.
Blazing heat
As an action you can apply the effects of the heat metal spell to any metal you are touching, you are immune to this effect. You can do this once per short/long rest
Sand shifter
Expending 15ft of movement you can appear any where within the shroud as if you teleported, the shroud has also increased to 20 ft, and now you can levitate five ft above the ground, while in the shroud.
Sandman
As an action you can turn into a cloud of sand 2ft in any dimension, you have a 15ft speed, can take no action other than to move. You can move through any space 1inch or wider. This form lasts for 10 min. You have your same hp and ac but are resistant to bludgeoning piercing and slashing damage. You can drop out of it at will or if you are rendered unconscious.
Sands of time
When you hit an enemy when your shroud is active, they need to make a con save of 8+pb+con or take 2d6 necrotic or half as much in a save
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