As normal, you can't increase an ability score above 20 using this feature. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You may spend 1 spell slot to do one of the following:Īs a reaction you use the sand as a defensive mechanism, and spend 1 spell slot to gain 1 + the number of spell slot spent to your AC. Your choice grants you features at 2nd and again at 6th, 10th, 14th and 17th level.īeggining at 3rd level, you have learned how to manipulate the sand around you with almost perfect precision. Choose between Sand Shaman, Sand Assassin, Sand Thief, all detailed at the end of the class description. You cannot more than one opponent at once.Īt 2nd level, you chose a sand path. As a bonus action, you can spend 1 Sand Point to leave an opponent Marked.Marked opponents will have a circle of rising sand of 5ft in their surroundings, and at the end of their turns they and any hostile creatures within the area take xd6 Force damage. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Innate FocusĪs a conduit of magical power, you do not require material components to cast Sand Manipulator spells, provided the component is not consumed by the casting of the spell.Īt 1st level, you can mark an opponent for death by the sand. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. You use your Charisma whenever a spell refers to your spellcasting ability. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.Īdditionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell, which also must be of a level for which you have spell slots.Ĭharisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to regulate and manifest your inner flame. Each of these spells must be of a level for which you have spell slots. The Spells Known column of the Sand Manipulator table shows when you learn more Sand Manipulator spells of your choice. You regain all expended spell slots when you finish a long rest.įor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.Īt first level, you know two 1st-level spells of your choice from the Sand Manipulator spell list. To cast one of these spells, you must expend a slot of the spell's level or higher. The Sand Manipulator table shows how many spell slots you have to cast your spells of 1st level and higher. You learn additional Sand Manipulator cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sand Manipulator table. You choose cantrips and spells from the Sand Manipulator spell list.Īt 1st level, you know four cantrips of your choice from your Sand Manipulator spell list. Your spellcasting revolves around your ability to focus and manifest your inner flame.
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