Duneseeker

"In the aftermath of a devastating war, an ancient mage, broken by defeat, devoted his life to forging a realm born of vengeance — The Dunes. This shifting, ethereal plane was designed to absorb the magical essence of every powerful weapon ever wielded and lost, creating an endless armory of forgotten might. The Duneseekers are mages trained in attunement to The Dunes, capable of momentarily summoning these legendary weapons in battle. Though fleeting, their conjurations can turn the tide of war, granting allies the strength of warriors long fallen — and ensuring that the past never stays buried."

The Duneseekers are masters of support, able to enter The Dunes, a realm in which many powerful weapons lay in wait. They can choose which weapon to bring back to the mortal realm for a very small time and grant it to an ally. These weapons are extremely powerful, yet fleeting. Duneseekers themselves cannot attack, as entering the Dunes require them to make an oath to never personally create offense, forcing them to attack through other allies. Whenever a strong enemy is defeated, their weapon is added to the arsenal of the Dunes.

Abilities:

Enter The Dunes – You enter the Dunes during your turn. You may select a weapon buried in the Dunes to bring back to the mortal realm, instantly granting it to an ally for 1-3 turns. Weapons can only be granted to allies that have proficiency in said weapon. The weapon will vanish in 1-3 turns depending on a roll made when retrieving the weapon.

Versatility Cast – While in the Dunes, you cast Versatility unto a weapon, negating the need for proficiency in order to use it.

Weapon Prison – You immediately summon a myriad of weapons from the Dunes to lock an enemy in place, automatically negating their next turn without fail. After their next turn, this enemy is able to attain one of the weapons and use it for one turn.

Oath Break – You break your oath to never attack, and personally wield a weapon from the Dunes for 1-2 turns, while taking damage every turn. After the weapon vanishes, you are unable to enter the Dunes until Long Rest.

Dustwalker's Trap – You cast a medium sized AOE that teleports any enemy within it to the Dunes for the next 1-2 turns, removing them from battle. When the enemies return, they roll to return wielding a weapon from the Dunes.

Mirage Instinct – Both as an action or reaction to being attacked, you enter the Dunes and walk it in order to teleport to any other place in the battlefield, leaving behind a distracting mirage of yourself where you used to be. If used as a reaction, you dodge any damage dealt.

Spirit Weapon – You use a spell to summon a random weapon from the Dunes to fight by itself, with it's own turn, on the battlefield until defeated. Only one Spirit Weapon can be summoned at a time.

Ultimate Ability – Dune's Will – You cast a merging of the real realm and the Dunes. For 3 turns, a sandstorm lowers visibility, and you grant a weapon from the Dunes to every ally on the battlefield, allowing them to choose and change weapons on each of their turn.

Type: Magic Support

Weapon/Tool: None

Origin: Varied

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