Sandcrafter tradition

The Sandcrafters are mages experts in an old art. It consists in the mastery of the mage’s environement in order to turn shapes into offensive and defensive spells. Traditionnaly, the sand covering the clan territory is the main weapon of Sandcrafeters.

Bonus Cantrip and spells
When you choose this tradition at 2nd level, you learn the Sand Blinding* Cantrip. Additionally, when you reach the corresponding level, you add the following spells to your spellbook. These spells come in addition to the two spells you usually learn.

Sandcrafter Spells
Mage Level Spells
2nd Sand Cloud*
3rd Dust Devil
5th Wall of Sand
7th Sand Spears*
9th Duneblast*
11th Flesh to Stone

Sand Proficiency
Starting at 2nd level, you can naturaly control and shape the sand around you. As a bonus action, you can create small shapes or figures made with the sand surrounding you. The shapes must fit into your hand. You can also write and draw shapes on flat sand, up from a distance of 120 feet. Additionnaly, you are immune to environment hazards involving sand, and you never consider sand as difficult terrain. Aditionaly your burrowing speed becomes 10. You may only use this speed to move of 10feet times your wizard level

Deadly Surroundings
Beginning at 6th level, you spells are enhanced whenever you can use the elements of the environment. Determine with your DM if the spell implies one of the following elements : Fire, Water (in solid, liquid or gazeous form), Rock, Sand or Lightning. If there is at least 10-foot cube of the corresponding element up to 30 feet, your can consume it to enhance your spell in the following way :
You have advantage on all spell attacks granted by the spell.
All creatures have disadvantage to all saving throws imposed by the spell.
Whenever the spell deal damage, its deals 1d10 extra damage of the choosen element type.

The extra damage become 2d10 when you reach 10th level, and 3d10 when your reach 14th level.
This feature does not applies to Cantrips, and you cannot use the elements of the same source twice until you finish a short or long rest.

Sand Body
Starting at 10th level, the sand allways protect you during combat. Add half your Intelligence modifier to your AC, rounded up, with a minimum of 1.

Instinctive Mastery
At 14th level, whenever you cast one of your Sandcrafter spells, any number of creatures you choose are immune to all its effect. For example, you and your allies can see trough your Wall of Sand, and they are unaffected by the damage, dim light and difficult terrain of a Sand Cloud.

Spells
Sand Blinding
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You throw a handful of sand, which heads for the eyes of a
creature within range. Make a ranged spell attack against the
target. On a hit, it takes 1d4 bludgeoning damage and must
make a Constitution saving throw. on a failed save, the target
is blinded until the end of your next turn.
This spell’s damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).

Sand Cloud
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minutes
You create a 10-foot-radius sphere of sand storm centered
on a point within range. The sphere spreads around corners,
and its area is considered as dim light and difficult terrain.
When a creature enters the cloud or starts its turn there, it
must make a Constitution saving throw. On a failed save it
takes 3d4 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the radius of the fog increases by
10 feet for each slot level above 1st.

Sand Spears
4th-level evocation (Wizard only)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Three sharp sand spears heads to a creature within range.
Make a ranged spell attack against the target. On a hit, the
target takes 6d10 piercing damage. On a missed attack, the
target still take a third of the damage (rounded down).
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d10 for
each slot level above 4th.

Sunshield
4th-level adjuration
Casting Time: 1 reaction, which you take when you or
another creature within range is hit by an attack
Range: 30 feet
Components: V, S
Duration: 1 round
A bright shield appears to protect the target of an attack.
The target has a bonus of +5 to AC until its next turn.
Additionally, each creature making an attack against the
target must then make a Constitution saving throw. On a
failed save, it is blinded for 1 minute. It can make a
Constitution saving throw at the end of each of its subsequent
turn to remove the blindness. This spell affect the attack
which has provoked the reaction.

Duneblast
5th-level evocation (Wizard and Cleric only)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You create a violent and deadly sand storm around
yourself. All creatures (except yourself) within a 20-footradius
sphere centered on yourself must make a Constitution
saving throw. On a failed save, a creature takes 10d6
bludgeoning damage and is knocked prone out of the sphere,
in the direction away from you. On a successful save, the
creature take half as much damage and is just pushed away
from the sphere.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 2d6 for
each slot level above 5th.

Wizard

Sandcrafter tradition

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