Base Class: Fighter
Those born within the corpse of a long dead sea and forced to endure beneath the scorching sun amongst the dunes are individuals with great potential. Muharib al-Rimal, or Warriors of the Sand, fight with grace and the unforgiving nature of their home. Fighters adept at two-weapon fighting styles, they typically wield scimitars and a special dagger known as a Khinjar. It is a symbolic part of the Muharib al-Rimal and the ceremony to become one. Those who are able to weave the very essence of the desert they walk through become the Rimal, and their nature is just like that of the desert. One can be an oasis, and the other a mirage of hope, belying the wasteland ahead.
Sun Blessed
Starting at level 3, due to living in such harsh conditions, you are not impeded by difficult terrain by non-magical means. In addition, you are acclimated to Extreme Heat and you gain proficiency with Cartographer's Tools.
Mirage
Starting at level 3, the Rimal are experts in misdirection. During combat, should you be the target of a melee attack, you can use your reaction to add your proficiency bonus to your AC. You must have a weapon in your hand and be able to see the target to do this. Should the attack miss because of the added AC bonus, you can, as part of the same reaction, crumble into sand, reappear behind your assailant in an unoccupied space within 5 feet of your target, and make an attack against the creature.
Upon damaging your target, in addition to dealing the damage of your weapon, you deal an extra 1d6 force damage against this creature. This damage increases to 2d6 at level 7, 3d6 at level 15, and 4d6 at level 18.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Netzash
Beginning at level 7, you embody the word of your people: Netzash, or "to endure." Given where you live and how you endured until adulthood, you are blessed with resistance to fire damage. In addition to this, you can add your proficiency bonus to your Constitution saving throws.
Strand Bindings
At level 10, your knowledge of weaving the sands has grown exponentially. You can cast Thread Shackles without consuming a spell slot. When you cast it this way, the green threads of dark energy known as Strand wrap around the target and ensnare it in a plethora of green chains. Constitution is your spellcasting ability for this spell.
You can use this feature a number of times equal to your constitution modifier per short or long rest.
Volatile Regeneration
Starting at level 15, you learn to take advantage of your enemies when you momentarily let your guard down to recover. When you use your Second Wind feature on your turn, you can choose a number of hostile creatures up to your proficiency bonus within 30 feet of you. When you roll to recover your hit points, the selected creatures must make a Dexterity saving throw (DC 8 + your proficiency bonus + your constitution modifier) as spikes of hardened, Strand-infused sand erupt from the ground.
A creature takes an amount of magic piercing damage equal to double the amount of hit points you recovered on a failed save, and half of this damage on a successful one.
Breath of Suphlatus
At level 18, you have become the pinnacle of what a Rimal is supposed to be, and because of this, you have been rewarded. You gain immunity to fire damage, and when you use your Mirage feature, you can choose another creature within 30 feet of the first. The second creature takes the extra mirage damage as a hardened, Strand-infused spike of sand erupts from the ground and pierces through them.
In addition, when you roll initiative and have no charges of your Mirage feature left, you regain one charge of that feature.







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