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### The Chosen of the Desert *The fight between the two men amongst the dunes was one frought with frustration and anger. While the lone bandit struck, he was loathe to find any of his attacks having any impact on the graceful evasion of his target. A cruel grin stretched across his visage as his blade struck true - embedded into the gut of his bounty, only for his target to crumble into sand and a sharp pain beginning to radiate through his chest.* Those born within the corpse of a long dead sea and forced to endure beneath the scorching sun amongst the dunes are individuals with great potential. *Rimal*, or Warriors of the Dunes, fight with grace and the unforgiving nature of their home. Fighters adept in two-weapon fighting styles, they are typically wielding scimitars and the special *Haladie*, a double-bladed dagger than is a symbolic part of the *Rimal* and the ceremony to become one. Some, able to weave the very sand they walk upon become *Rimal*, and their nature is just like the desert. One can be an oasis and the other, a Mirage of hope belying the wasteland ahead. ##### Chosen of the Desert Features | Fighter Level | Feature | |:-----:|:--| | 3rd | Sun blessed, Mirage | | 7th | Tahmil | | 10th | Bondage of the Strand | | 15th | Volatile Regeneration | | 18th | Aal's Breath | ### Sun Blessed Starting at 3rd level, due to living in such harsh conditions, you are not impeded by difficult terrain by non-magical means. In addition, you are acclimated to Extreme Heat and you gain proficiency with *Cartographer's Tools*. ### Mirage Starting at 3rd level, the *Rimal* are experts in misdirection. During combat, should you be the target of a melee attack, you can use your reaction to add your proficiency bonus to your AC. You must have a weapon in your hand and must be able to see the target to do this. Should the attack miss after the increase to your AC, you can, as part of the same reaction crumble into sand and reappear behind your assailant to an unoccupied space within 5ft of your target, making an attack against the creature. Upon damaging your target, in addition to dealing the damage of your weapon, you deal an extra 2d6 damage of the weapons type against this creature. You can use this feature a number of times equal to your constitution modifier (minimum of 1) per long rest. This damage increases to 3d6 at 7th level, 4d6 at 15th level, and 5d6 at 18th level.
\pagebreakNum ### Tahmil Beginning at 7th level, you embody the word of your people: "*Tahmil*", or to Endure. Given where you live and how you endured until adulthood, you are blessed with resistance to fire damage. In addition to this, you can add half your proficiency bonus to your Constitution saving throws rounded down (Minimum of 1). ### Bondage of the Strand At 10th level, your knowledge of weaving the sands has grown exponentially. You can cast *Hold Person* without consuming a spell slot. When you cast it this way, the sands snake around the target and ensnare it in a plethora of chains made of sand. Constitution is your spellcasting ability for this spell. Once you use this feature, you can't use it again until you finish a short or long rest. ### Volatile Regeneration Starting at 15th level, you learn to take advantage of your enemies when you momentarily let your guard down to recover. If you use your *Second Wind* feature on your turn, you can choose up to your Proficiency bonus in hostile creatures within 30 feet of you. When you roll to recover your hit points, the selected creatures must make a Dexterity Saving throw (DC 8 + your proficiency bonus + your Constitution modifier) as spikes of hardened sand erupt from the ground. A creature takes an amount of magic piercing damage equal to double the amount of hit points you recovered on a failed save, and half this damage on a successful one. ### Aal's Breath Starting at 18th level, you have become the pinnacle of what a *Rimal* is supposed to be and from this you've been rewarded. You gain immunity to fire damage and when you use your *Mirage* feature, you can choose another creature within 30ft of the first. The second creature takes the extra mirage damage as sand snakes erupt from the ground and sink their fangs into them. In addition, when you roll initiative and have no uses of your *Mirage* feature left, you regain one use of that feature. \columnbreak > ### Haladie > Weapon(Dagger), Uncommon(Requires Attunement) > > This double-bladed dagger is the staple of *Rimal*, as they are the only ones capable of wielding it successfully. As part of making the Attack Action on your turn, you can use a bonus action immediately after to make a melee attack with the dagger, and upon being thrown, automatically returns to your hand after hitting a creature in a gust of wind and sand. > >>**Variant**: This weapon can be made +1, +2 or +3 regardless. Just shift the rarity accordingly. ___ > ##### Credits > * Written and edited by [u/Macekill](https://www.reddit.com/user/Macekill). > * Made using [GM Binder](https://www.gmbinder.com/).
> * Artwork of the Hashashin made and owned by [Pearl Abyss](https://www.blackdesertonline.com/news/view/4003), and subclass concept and certain terms/skills are owned by [Black Desert Online](https://www.blackdesertonline.com/cursed).