Base Class: Bard
Bards of the Sand Dancer subclass infuse their magic with the fluid, hypnotic movements of belly dance, using it to control and manipulate sand. They are entertainers and spellcasters, using their powers to entrance and beguile their enemies, as well as protect and strengthen their allies.
Sand Dancer's Dance
When you join the College of Sands at 3rd level, you learn to use your dance to manipulate sand. As a bonus action, you can create a 5ft. radius sphere of sand within 30ft. of you, which swirls and shifts, creating difficult terrain until the end of your next turn. Additionally, any creature that ends its turn in the area must make a Dexterity saving throw against your spell save DC or be blinded until the end of its next turn.
Sand Armor
Also at 3rd level, you gain the ability to create armor out of sand to protect your allies in battle making them harder to hit. As a reaction when a creature within 60ft. of you is hit by an attack, you can expend one use of your Bardic Inspiration to cause that attacked creature to gain a bonus to their AC, including against the triggering attack, until the start of your next turn. The AC bonus equals the number you roll on the Bardic Inspiration die. The attacked creature also adds the number rolled to it's Dexterity saving throws until the start of your next turn.
Sand Guardian
At 14th level, you can use your dance to create a protective barrier of sand. As an action, you can cause a wall of swirling sand to spring into existence within 30 feet of you, providing half cover to creatures behind it. The wall is difficult terrain and heavily obscures the area. The wall is up to 30 feet long, 10 feet high, and 5 feet thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for 1 minute or until you use a bonus action to dismiss it.
Desert Mirage
At level 18, as an action, you can expend two uses of your Bardic Inspiration and become invisible, creating illusory duplicates of yourself within 30 ft. of you that lasts for 1 minute. The number of duplicates equals half the sum you roll on the Bardic Inspiration dice (rounded down).
On your turn, you can mentally command the duplicates to move up to 60 feet in any direction (no action required), but their movement is limited to within 60 feet of you. If a duplicate is ever more than 60 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with one of your duplicates at a costs an amount of movement equal to half your speed, regardless of the distance between the two of you.
The duplicates move with you and mimics your actions, creatures have disadvantage on saving throws against spells you cast while they can not see you and you are invisible.
Previous Versions
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