# Sand Magi The endless deserts hide many secrets under their engulfing protection, some of those secrets can be learned and shared, others may be stolen and retrieved in the moments that the sand seeks to rest. You have wrested secrets from the desert, found understanding in the dunes, communion with the siroccoian breeze. ### Sand Magi Features #### Desert Wanderer Starting at 2nd level when you pick this subclass you can no longer get lost in desert terrain and extreme winds, sand and mirages no longer are a danger to you. Sand of all types no longer counts as difficult terrain and you may move freely across it. #### Mirage When you select this subclass at 2nd level you gain the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against the number of cantrips known. When you cast minor illusion, you can create images, warmth and light, even though that is beyond the spell normally. #### Sirocco Shroud Starting at 6th level when you cast a spell of 1st or higher level you may as a bonus action whip up the winds around you to shroud you and protect yourself from incoming attacks. When a ranged attack is made against you after you activate your shroud the attack roll is reduced by 1D4 + your intelligence modifier, if this reduces the roll to be under your armour class it misses. Additionally you gain advantage on concealment attempts made while in your shroud. Your shroud has a range of 10 feet and lasts for the number of turns equal to the level of spell slot used to activate it. Once you have used this feature you cannot use it again until you have finished a long rest. #### Endless Desert Starting at 10th level you may convert any type of earth or stone into sand, converting an area equal to 3 times your level in feet as a radius around you. This sand counts as difficult terrain for anyone that you do not choose to be immune to its effects, you may control the shape and flow of the sand for the number of turns equal to your proficiency bonus + your intelligence modifier. You may use the sand to grapple and pull targets underground, to do so you use your action and make an Intelligence (Arcana) roll versus the targets Strength (Athletics). The rules for grappling with them remain the same except you may grapple with them from anywhere within the sand and you use your intelligence in place of strength. You may pull them 5 feet down into the sand instead of moving them 5 feet across. #### Sandy Servants Starting at 14th level you gain the ability to call forth Sand Wraiths to serve you as required. As an action you may call forth a number equal to your intelligence modifier to give simple commands to. They last for 10 minutes each or until destroyed or cancelled using an action. At 20th level you gain the ability to summon forth 2 Sand Golems to command, they last for 10 minutes or until they are destroyed or cancelled with an action. Once you have used this feature you may not use it again until you have finished a long rest or expended a 5th level spell slot to recharge.
\page >### Sand Wraith > >*Medium construct, unaligned* > >**Armor Class** 16 > >**Hit Points** 4 (1d8) > >**Speed** 30 ft. > >| Ability | Score | >|:----:|:----:| >| STR | 2 (-4)| >| DEX | 10 (+0)| >| CON | 11 (+0)| >| INT | 1 (-5)| >| WIS | 10 (+0)| >| CHA | 1 (-5)| > >**Skills**: Perception +2, Stealth +4 > >**Damage Immunities** Poison > >**Condition Immunities** Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious > >**Senses** Blindsight 30 ft., Passive Perception 12 > >**Languages** understands one language (usually Common) but can’t speak > >**Sandy Wisp** The sand wraith is weak and wispy by nature, if damaged and reduced to 0 hit points roll a D6 on an even number the attack passes though harmlessly and the Wraith reforms the next turn. > >#### Actions >**Slam**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. > >**Sand Splash** Ranged Weapon Attack: +2 to hit, range 15 ft., one target. Hit 3 (1D6) bludgeoning damage. >### Sand Golem > >*Medium construct, unaligned* > >**Armor Class** 15 (Natural Armor) > >**Hit Points** 45 (5D10 + 20) > >**Speed** 30 ft. > >|Ability | Score | >|:----:|:----:| >| STR | 12 (+1) | >| DEX | 16 (+4) | >| CON | 15 (+2) | >| INT | 3 (-4) | >| WIS | 11 (+0) | >| CHA | 1 (-5) | > >**Damage Immunities**: Poison, Psychic, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine > >**Condition Immunities**: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned >**Senses**: Blindsight 30 ft., Passive Perception 10 >**Languages**: Understands the languages of its creator but can't speak > >**Immutable Form**. The golem is immune to any spell or effect that would alter its form. > >**Magic Resistance**. The golem has advantage on saving throws against spells and other magical effects. > >**Magic Weapons**. The golem's weapon attacks are magical. > >#### Actions >**Multiattack**. The golem makes two slam attacks. >**Slam**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d8 + 1) bludgeoning damage. >### Art Credit > >Wizards of the Coast, 4th Edition Sand Golem
\page ### Sand Spells #### Sandblast **Level**: Cantrip **Casting Time**: One Action **Range**: 15 ft **Components**: V,S **Duration**: Instantaneous **School**: Evocation **Attack/Save**: Ranged **Damage/Effect**: Bludgeoning You propel a blast of sand, air and heat towards a creature or target within 15 feet. Make a ranged spell attack against the target, on a hit deal damage based on how close they are to you, within 5 feet 4D6 bludgeoning damage, within 10 feet 3D6 bludgeoning damage, and within 15 feet 2D6 bludgeoning damage, additionally on a successful attack within 10 feet the target must make a strength (athletics) roll or be pushed back 5 feet straight back from you, if they cannot move back 5 feet they and anything they are knocked into take an additional 2D6 damage bludgeoning damage. ### Shape Sand **Level**: 2nd **Casting Time**: 1 Action **Range/Area**: 120 ft (50 ft ) **Components**: S **Duration**: Instantaneous ***School**: Transmutation **Attack/Save**: None **Damage/Effect**: Control You choose an area of sand that you can see within range and that fits within a 50-foot cube. You manipulate it in the following ways: You instantaneously move or otherwise change the shape of the sand and allow it to flow like water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to sand into simple shapes and animate at your direction. This change lasts for 1 hour. You change the sands color. The sand must be changed in the same way throughout. This change lasts for 1 hour. You harden the sand, provided that there are no creatures in it. The sand breaks down again in 1 hour. You may convert the sand to glass, shaped in any way you wish and held in place. The glass breaks down within 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. ### Sand to Stone/Stone to sand **Level**: 3rd **Casting Time**: 1 Action **Range/Area**: 120 ft (50 ft ) **Components**: S **Duration**: Instantaneous **School**: Transmutation **Attack/Save**: None **Damage/Effect**: Control You choose an area of sand that you can see within range and that fits within a 50-foot cube. You can harden it into stone, once hardened it remains stone permanently, or until broken down again into sand. You may choose an area of stone that you can see within range and that fits within a 50-foot cube. You can dissolve it into fine sand, once dissolved into sand it remains sand permanently, or until reformed into stone. You may not affect living or magical creatures with this spell, weather dissolving them into sand or hardening them into stone. You may not trap living or magical creatures inside stone using this spell, any creature trapped inside stone as you harden it will be ejected into the nearest safe space. #### Sand-Glass Spear **Level**: 5th **Casting Time**: 1 Action **Range/Area**: 150 ft (5 ft) **Components**: V, S, M* **Duration**: Instantaneous **School**: Evocation **Attack/Save**: Ranged **Damage/Effect**: Piercing/Fire You summon forth a spear of white hot tempered glass and launch it at a target within 150 feet that you can see, make a ranged attack against your target and if successful you deal 8D6 piercing damage and sticks into the target, if you miss the spear lands in the next available square to the target. At the start of your next turn the spear explodes into white hot fragments and striking everyone within 10 feet radius of the spear for 6D6 fire damage. *1kg bag of sand, consumed on creation.