Wizard
Base Class: Wizard

Your travels through the deserts allowed you to learn how to adapt and manipulate your surroundings to your benefit when you cast spells.

Sand Shaper

When you choose this arcane tradition at 2nd level, you learn the Mold Earth cantrip, it doesn't count against the total number of wizard cantrips you know. You can also use the cantrip on sand.

Control Sand

Starting at 2nd level, you gain the ability to control the dirt around the battlefield for your benefit. You learn 2 options of your choice listed below. You can use only one option per turn. You learn additional options from the list at 6th, 10th, and 14th level.

You can use this feature a number of times equal to half your wizard level (rounded up) and regain all its uses after finishing a long rest.

Blinding Dust

As an action you may spend 2 uses of the Control Sand feature to create a 15 foot radius sphere of sand around yourself until start of your next turn. Any creature that starts or first enters the area on its turn must make a Constitution saving throw or be blinded until the end of your turn.

Create Quagmire

As an action you may spend 2 uses of the Control Sand feature to designate a 15 foot square area within 30 feet of you, where the ground turns wet and hard to move through until the start of your next turn. The area becomes difficult terrain and any creature that starts its turn in the area must make a Strength saving throw against your Spell Save DC or be restrained until the end of its turn.

Entomb

As an action you may spend 2 uses of the Control Sand feature to cause the sand to entomb a target within 30 feet of you. The target must make a Constitution saving throw against your spell save DC or become stunned and gain 20 temporary hit points. The target is stunned for 1 minute or until it no longer has temporary hit points left. The stunned creature repeats its saving throw at the end of each of its turns. If it succeeds it loses its temporary hit points and is no longer stunned.

Erupt

As a bonus action you may spend 1 use of the Control Sand feature to designate a 15 foot square within 30 feet of you. When a creature touches the ground in that area you may use your reaction to cause the area to erupt. All large or smaller creatures in the area must make a Dexterity saving throw against your spell save DC or be knocked prone.

Quicksand Transportation

As a bonus action you may spend 2 uses of the Control Sand feature to hide yourself underground and emerge within 30 feet of your original position at the start of your next turn. When underground you cant be targeted by attacks and spells that require line of sight, but you cant target anyone with attacks or spells either.

Raise

As a bonus action you may spend 1 use of the Control Sand feature to raise the earth below a target you choose within 30 feet of you. The creature is raised on a 30 foot tall pillar until the end of your next turn, after which it is slowly lowered back to the ground. An unwilling creature must make a Dexterity saving throw against your Spell Save DC.

Sand Armor

As a bonus action you may spend 1 use of the Control Sand feature to coat yourself in armor made of sand. For the next minute you gain temporary hit points equal to half your wizard level + your Intelligence modifier. You may use a bonus action on your turn to apply the temporary hit points again without needing to spend a use of the Control Sand feature.

Sand Trap

As a bonus action you may spend 1 use of the Control Sand feature to designate a 15 foot square area within 30 feet of you. The area stays active for 1 hour and when any creature steps into the area the ground beneath them crumbles, creating a 15 foot deep pit. Creatures in the area fall into the pit.

Sand Wave

As an action you may spend 1 use of the Control Sand feature to send a wave of sand in a 30 foot cone in front of you. Any creature caught in the wave must make a Strength saving throw against your Spell Save DC or be pushed 10 feet away from you.

Shove

As a bonus action you may spend 1 use of the Control Sand feature to attempt to shove a target away with a wave of sand. Choose a creature within 30 feet of you to make a Strength saving throw against your spell save DC. On a failed save the creature is pushed up to 15 feet in a direction of your choice.

Defending Grain

Starting at 6th level whenever youre targeted by a weapon attack you can use your reaction to use one of the options granted by your Control Sand feature on the creature that made the weapon attack without expending any uses of the Control Sand feature. Effects of this feature apply before the creatures attack.

You can use this feature a number of times equal to half your proficiency bonus (rounded down) and regain all the uses after you finish a long rest.

Quick Recovery

Starting at 10th level, when you finish a short rest you may regain a number of uses of the Control Sand feature equal to your Intelligence modifier.

You cant do so again until you finish a long rest.

Gift of the Desert

Starting at 14th level your control over sand is uncontested. You can use an action to spend 5 uses of the Control Sand feature to create a sandy sphere around yourself for 1 minute. Whenever youre in the sphere your AC becomes 20, you gain a flying speed of 30 feet and you can use a bonus action on your turn to make a ranged spell attack against a target within 30 feet of you, dealing 2d8 bludgeoning damage and grappling the target on a hit.

You can use this feature once and regain its use after you finish a long rest.

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