# 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