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Thirst domain

This domain is granted by Rar/Paeris.   Thirst domain spells   1st level - create or destroy water, parching touch   3rd level - desiccate   5th level - tormenting thirst   7th level -   9th level - conjure elemental (only earth elementals and similar creatures), symbol (only the thirst effect)   The Wasting   At 1st level, you can transform a handful of dust or sand into a terrible disease. Once per day, you can blow sand into the face of a living opponent within 20 feet. Using this ability is a standard action that provokes attacks of opportunity. You can pick up dust from the ground as a move action or take it from a pouch as a free action. The opponent is entitled to a Dexterity save to avoid inhaling the dust. On a success, dust has no effect and drifts harmlessly to the ground. An opponent who fails this save contracts the wasting, a supernatural affliction that gradually mummifies victims.   Channel Divinity Dessicate: As a touch attack, you can drain moisture from a living creature. At 1st level, this ability deals 1d6 points of dessication damage, or 1d8 points to plant creatures or elementals with the water subtype. At every odd-numbered level thereafter, the dessication damage increases by 1d6 (or 1d8), to a maximum of 5d6 (or 5d8) at 9th level. The touched creature can make a Fortitude save (DC 10 + walker in the waste level + your Wis modifier) for half damage.   Create Sand Golem: At 6th level, you learn the secret of creating a sand golem. You cannot use this ability to create any other type of golem.   Dry Lich: On reaching 8th level, you learn to apply the secrets of waste preservation to your own body, becoming a dry lich. You must undergo the Sere Rite, overseen by another dry lich, which includes preserving your flesh, removing your organs and storing them in special canopic jars, and imbuing your body with foul magic to make it undying. As a dry lich, you cannot be permanently killed unless the canopic jars containing your life essence are destroyed.   Legendary Lich: At 17th level, you gain legendary resistance and legendary actions (3 round). You can either cast a spell (3 points), dessicate (2 points), or manipulate nearby sand (as with the control water spell) (1 point) with legendary actions.

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