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Blackbando

Sandstorm Rules

Sep 25th, 2018
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  1. ### Sandstorms
  2. One of the most common natural hazards on the continent is the fearsome sandstorm, a swirling cyclone of sand, wind, and death.
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  4. The level of a sandstorm determines its intensity. The sandstorm moves up to a number of feet equal to half of its radius at an initiative count of 20 (losing ties). If a creature starts its turn in the sandstorm's radius, it must succeed on a Dexterity saving throw, or take bludgeoning, piercing, or slashing damage (depending on how the sandstorm hurt it, such as by slamming an object into the creature or by cutting it with wind), taking half the damage on a successful save (minimum 0 damage). The sandstorm's radius is a cylinder, extending upwards an amount of feet equal to twice its radius.
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  6. After each minute, the sandstorm rolls a d20. On a roll of 1, the sandstorm goes down one level of intensity. On a roll of 20, the sandstorm goes up one level. If the sandstorm reaches a level of 0, it dissipates. If the sandstorm reaches a level of 10, a roll of either 1 or 2 brings it down one level of intensity, and it does not gain a level of intensity on a roll of 20.
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  8. A sandstorm will last for, at maximum, 1d4 hours, after which point it will lose one level of intensity at at an initiative count of 20 (losing ties), until it dissipates. It cannot gain levels of intensity during this.
  9. Level - Damage - DC - Radius
  10. 0 - None - None - None
  11. 1 - 1 (nonlethal) - 10 - 20 feet
  12. 2 - 1d6 - 11 - 20 feet
  13. 3 - 2d6 - 12 - 25 feet
  14. 4 - 3d6 - 13 - 30 feet
  15. 5 - 4d6 - 14 - 40 feet
  16. 6 - 6d6 - 16 - 50 feet
  17. 7 - 8d6 - 18 - 60 feet
  18. 8 - 9d6 - 19 - 80 feet
  19. 9 - 9d6 - 20 - 100 feet
  20. 10 - 12d6 - 22 - 300 feet
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