In4Dimensions
2017-11-07, 10:58 PM
Psychic Focus: While focused on this discipline, you gain advantage on Survival checks, you do not suffer the effects of extreme heat, and you don’t need to drink.
Sand Blast (1-7 psi): As an action, you create a 20-foot cone of stinging sand. Each creature in that area must make a Constitution saving throw, taking 1d4 piercing damage per psi point spent and suffering disadvantage on their next attack roll on a failed save, or half damage and no disadvantage on a successful save.
Sand Cloud (3 psi; conc., 10 min.): As an action, you create a cloud of protecting sand. Until your concentration ends, you are lightly obscured*, and attack rolls against you have disadvantage.
Sand Form (5 psi; conc., 2 hours): As a bonus action, you and any equipment you’re carrying become a billowing mass of sand. In this form, you gain resistance to all damage except for thunder and psychic damage, whenever you take thunder damage, you automatically fail your Concentration check, and you can’t take actions, except to Dash or Hide. You can pass through openings as small as 1 inch without squeezing.
Sand Grasp (6 psi; conc., 1 minute): As an action, you create arms of sand to punch or grap your enemies. Choose one:
All creatures in a 30-foot radius must make a Dexterity saving throw or take 6d6 bludgeoning damage. Creatures that succeed on the save take half damage. Until your concentration ends, you can repeat this effect as an action.
All creatures in a 20-foot radius must make a Strength saving throw, taking 5d6 bludgeoning damage and becoming restrained on a failed save, and half damage and no restrained on a successful save. Creatures restrained by this effect can repeat the saving throw at the end of their turns, ending the effect on a success. If you lose concentration, the creature is no longer restrained.
Desert Twister (7 psi; conc., 10 min.): As an action, you create a sandstorm with a center within 100 feet. Only one sandstorm can exist at a time. The sandstorm is a cylinder with a height of 200 feet and a radius of 20 feet. Creatures that start their turn in the sandstorm must make a Constitution saving throw, taking 3d6 bludgeoning damage and 3d6 piercing damage on a failed save, or half damage on a successful save. On a failed save, you can also move the creature 50 feet horizontally. If something stops the creature from moving the full distance (like a wall), the creature and the object that it hit both take 1d8 damage per 10 feet that the creature was stopped from moving. As an action, you can move the center of the sandstorm up to 30 feet.
*: This isn’t a natural effect, so wood elves cannot attempt to hide while using this.
I made this for a friend’s desert-themed Nomad Mystic. Wildly unbalanced? Perfect power level? Completely broken? I’d love some feedback!
Sand Blast (1-7 psi): As an action, you create a 20-foot cone of stinging sand. Each creature in that area must make a Constitution saving throw, taking 1d4 piercing damage per psi point spent and suffering disadvantage on their next attack roll on a failed save, or half damage and no disadvantage on a successful save.
Sand Cloud (3 psi; conc., 10 min.): As an action, you create a cloud of protecting sand. Until your concentration ends, you are lightly obscured*, and attack rolls against you have disadvantage.
Sand Form (5 psi; conc., 2 hours): As a bonus action, you and any equipment you’re carrying become a billowing mass of sand. In this form, you gain resistance to all damage except for thunder and psychic damage, whenever you take thunder damage, you automatically fail your Concentration check, and you can’t take actions, except to Dash or Hide. You can pass through openings as small as 1 inch without squeezing.
Sand Grasp (6 psi; conc., 1 minute): As an action, you create arms of sand to punch or grap your enemies. Choose one:
All creatures in a 30-foot radius must make a Dexterity saving throw or take 6d6 bludgeoning damage. Creatures that succeed on the save take half damage. Until your concentration ends, you can repeat this effect as an action.
All creatures in a 20-foot radius must make a Strength saving throw, taking 5d6 bludgeoning damage and becoming restrained on a failed save, and half damage and no restrained on a successful save. Creatures restrained by this effect can repeat the saving throw at the end of their turns, ending the effect on a success. If you lose concentration, the creature is no longer restrained.
Desert Twister (7 psi; conc., 10 min.): As an action, you create a sandstorm with a center within 100 feet. Only one sandstorm can exist at a time. The sandstorm is a cylinder with a height of 200 feet and a radius of 20 feet. Creatures that start their turn in the sandstorm must make a Constitution saving throw, taking 3d6 bludgeoning damage and 3d6 piercing damage on a failed save, or half damage on a successful save. On a failed save, you can also move the creature 50 feet horizontally. If something stops the creature from moving the full distance (like a wall), the creature and the object that it hit both take 1d8 damage per 10 feet that the creature was stopped from moving. As an action, you can move the center of the sandstorm up to 30 feet.
*: This isn’t a natural effect, so wood elves cannot attempt to hide while using this.
I made this for a friend’s desert-themed Nomad Mystic. Wildly unbalanced? Perfect power level? Completely broken? I’d love some feedback!