Sorcerer
Base Class: Sorcerer

Soul Things

Shifting Sands

When you cast a spell of 1st level or higher, you conjure a shroud of shifting sands around yourself. The sands give you a bonus to your AC and Dexterity saving throw equal to the level of the spell cast until the start of your next turn.

Sand Ribbons

Whenever you cast a spell, you may spend a number of sorcery points up to the spells level (cantrips count as 1st level). For every sorcery point spent, choose a creature that you can see within 60 feet of you. A ribbon of sand streaks to them and swirls around them for 1 minute or until expended. A creature may not have more ribbons surrounding it than your proficiency modifier. You may expend one or more ribbons from a creature to affect that creature. If an effect is triggered by your spellcasting you add ribbons of sand before expending any.

 

  • When you hit a creature with an attack, you may expend any number of ribbons of sand on the creature to move that creature 10 feet per ribbon expended. The creature may make a Strength saving throw to halve the distance. Huge or larger creatures have advantage on this save and Gargantuan creatures move half that distance on a fail and none on a success.
  • When a creature is hit by an attack, you may use your reaction and expend 2 ribbons to attempt to trip the creature. The creature must make a Dexterity saving throw or be knocked prone. Creatures with more than two legs have advantage on this save unless you spend an additional ribbon per leg beyond the second. This has no effect on flying creatures.
  • When an ally you can see moves or is the target of an effect that forces movement, you may expend any number of ribbons to reduce or increase the distance they move by 10 feet per ribbon expended.
  • When a creature is pushed, pulled or otherwise moved, you may spend your reaction and expend 1 ribbon to redirect the movement up to 90 degrees from the original 

direction.

  • When an enemy you can see moves or is the target of an effect that forces movement, you may expend any number of ribbons to attempt to reduce or increase the distance they move. The creature must make a Dexterity saving throw or have the distance they move altered by 10 feet for each ribbon spent. Huge or larger creatures have advantage on the save and Gargantuan creatures have their speed altered by 5 feet per ribbon on a failed save.
  • You may expend 2 ribbons to give a creature advantage on stealth checks made to move quietly.
  • When a creature makes a perception check to see something, you may use your reaction and expend a ribbon to give them disadvantage on the check.
  • You may spend an action to use your ribbons to attempt to blind a creature. You expend one ribbon plus one per eye the creature has and the creature must make a Constitution saving throw or be blinded for 1 minute. The creature may spend an action to wipe the sand from its eyes, ending the effect. Otherwise, it makes another Constitution save at the end of each of its turns.
  • When a creature you can see is the target of an attack, you can use your reaction and expend ribbons to alter the result. You may expend 1 ribbon to add or subtract 2 from the targets AC, you can spend 3 ribbons to add or subtract 5 from the targets AC, or spend 5 ribbons to make an attack hit or miss regardless of the roll. You must declare your use of this ability before the results of the roll are announced.
  • When a creature you can see makes a Strength or Dexterity saving throw, you may use your reaction and expend 3 ribbons to give them advantage or disadvantage on their saving throw.
Here You Go

When a creature you can see is the target of an attack, you can use your reaction and expend ribbons to alter the result. You may expend 1 ribbon to add or subtract 2 from the targets AC, you can spend 3 ribbons to add or subtract 5 from the targets AC, or spend 5 ribbons to make an attack hit or miss regardless of the roll. You must declare your use of this ability before the results of the roll are announced.

Misdirection

  • When a creature is pushed, pulled or otherwise moved, you may spend your reaction and expend 1 ribbon to redirect the movement up to 90 degrees from the original direction.

Over There

When you hit a creature with an attack, you may expend any number of ribbons of sand on the creature to move that creature 10 feet per ribbon expended. The creature may make a Strength saving throw to halve the distance. Huge or larger creatures have advantage on this save and Gargantuan creatures move half that distance on a fail and none on a success.

Sand In Your Eyes

You may spend an action to use your ribbons to attempt to blind a creature. You expend one ribbon plus one per eye the creature has and the creature must make a Constitution saving throw or be blinded for 1 minute. The creature may spend an action to wipe the sand from its eyes, ending the effect. Otherwise, it makes another Constitution save at the end of each of its turns.

Seeing Sand

When a creature makes a perception check to see something, you may use your reaction and expend a ribbon to give them disadvantage on the check.

Slip Stream

When a creature you can see moves or is the target of an effect that forces movement, you may expend any number of ribbons to attempt to reduce or increase the distance they move. The creature may make a Dexterity saving throw or have the distance they move altered by 10 feet for each ribbon spent. Huge or larger creatures have advantage on the save and Gargantuan creatures have their speed altered by 5 feet per ribbon on a failed save.

Soft Steps

You may expend 2 ribbons to give a creature advantage on stealth checks made to move quietly.

Watch It!

When a creature you can see makes a Strength or Dexterity saving throw, you may use your reaction and expend 3 ribbons to give them advantage or disadvantage on their saving throw.

Watch Your Feet

When a creature is hit by an attack, you may use your reaction and expend 2 ribbons to attempt to trip the creature. The creature must make a Dexterity saving throw or be knocked prone. Creatures with more than two legs have advantage on this save unless you spend an additional ribbon per leg beyond the second. This has no effect on flying creatures.

Swirling Form

Your form begins to change into the sands you control. You gain resistance to non-magical Bludgeoning, Piercing, and Slashing damage. Additionally, you may use a bonus action to change your lower body into a swirling mass of sand. You gain a fly speed equal to your movement speed. This lasts until you are incapacitated or you choose to end it as a bonus action.

Storm Bringer

 As an action you may summon a sandstorm that swirls out to 100 feet from you. The sandstorm lasts for 1 minute and moves with you. While the sandstorm is active, it creates the following effects:

  • The area is considered difficult terrain to creatures of your choice.
  • At the start of each turn you may choose a creature within the area. That creature is obscured by sand and considered invisible until the start of your next turn.
  • At the start of each turn you may spend sorcery points to add up to one ribbon to each creature in the storm.

You may only use this ability once until you take a long rest. Otherwise, you may spend 6 sorcery points to activate the sandstorm again.