Kaziyea Sandestra

**Kaziyea Sandestra** is a Sand Genasi Sand Magic Witch. She is Samara's first character of the Palamoa Campaign. Kaziyea was originally an NPC played by Darrin but has since been taken over (see her NPC page here).

## Episode Appearances

### First Seen

Magical Markings & A Misty Moon (NPC)Witches and Bitches (PC)

### **Description**

#### **Appearance**

Kaz is described as a beautiful woman with sunkissed tan skin and golden hair that curls to appear almost rope-like around her shoulders. She also has maroon colored eyes and golden glyphs that sit like tattoos over her skin. She wears a long and loose teal dress that she wears most often for work as well as a number of bangles around her wrists and ankles. In her reunion with the group Kaz now wears loose linen pants and a wrap top as well as the tattered and sleeveless remains of the coat Quincy gave her while on *The Misty Moon*.

#### **Personality**

Kaziyea has a kind and gentle personality and saw no issue with indulging RX's numerous questions or conversing about her profession in intimacy. Quincy also affectionately noted Kaz is a sore-loser, citing that Kaz often used her ability to disappear into sand when she was losing a card game.

### **Biography**

#### **Background**

Kaziyea is a known employee of *The Wandered Eye*, a brothel in *Kra'Kash*. There Kaz met Quincy when they came to work at the brothel as a body guard/bouncer while watching for the *Misty Moon*. After the fires of *Kraa'Kash* in "Magical Markings & A Misty Moon", Kaz and the other employees of *The Wandered Eye* escaped to the ship and left *Kra'Kash*. Kaz remained on the *The Misty Moon* with the rest of *The Wandered Eye* to continue on to *Vayilcor* while the rest of the party stayed behind in *Krapjess*.

Kaz was eventually found in the *Dusterburyan Lighthouse*, having been taken by Esmeria and held there by the Order of Ruin to coerce her, and travelled with the group since then. She revealed that Ob, her grandfather, appeared when she was in *Vayilcor*, gave her his *Glaive* *of the War Priest* and *Charm of the Demi-God* and vanished before she was taken by Esmeria and wandered through the desert rooms there and others before she was found by the coven of hags within and held by them.

Kaz later revealed to the group her reason for giving Alaerith the *Ring of the Sandrunner* and feeling of understanding him was having seen her father die in front of her and ran from her mother and understood his own feeling of being alone from family. She later revealed in fuller detail that she travelled with her family in the *Chasm of Spire*, that her father specifically died protecting them from a sandworm attack, and that during an attack by unknown people her mother told her to run and when she didn't magically forced her to and hadn't heard from her or was sure she was even alive. She learned when Sterling cast *Scrying* to find if she was alive and, when she talked to the group via Sterling's body, that she was, to her relief, and additionally that though their magic was strong as a by-product of his lineage passed to them, Kaz had particularly powerful magic that eclipsing her own.

#### **Game Statistics**

Kaziyea as a Sand Genasi has the following abilities -

* Knowledge of Decay - Proficiency in History
* Unending Breath - Can hold her breath indefinitely while not incapacitated
* Sandslide - Once per long rest can turn herself into sand as an action to pass through small holes, narrow openings, and cracks, enter and occupy the space of another creature, can resist nonmagical damage and has advantage on Strength, Dexterity, and Constitution saving throws. This lasts 10 minutes or until she uses an action form herself again and can only move at a speed of 15 feet in this form
* At level 6 can cast *Dust Devil* as a 2nd level spell once per long rest

Kaziyea is a Witch with the witch’s craft Sand Magic. Witch gives her the following -

* *Hexes* - Kaziyea has has access to hexes that add additional magical abilities
	+ *Knowing* - Kaziyea has advantage on Wisdom (Insight) rolls until the end of her next turn and can choose on of the following information to learn of creatures within 30 feet of her:
		- If a creature can speak a language
		- If a creature is at or below half its maximum hitpoints
		- What a creature’s lowest ability score is

She can only learn one one of these things, even if she uses this hex more then once

* *Go Unseen* - Kaziyea can make her and her familiar become invisible
* *Ruin* - Kaziyea can make a creature she can see within 60 feet do a Constitution save and on a failed save decrease their AC 3 (to a minimum of 10) until the end of her next turn
* *Shriek* - Kaziyea can let out a blood-curdling screech and push every large or smaller within 5 feet that she chooses 5 feet away
* *Ward* - Kaziyea can chooses one creature she sees other than herself within 60 feet and, every time the creature is damaged, can reduce the damage by 3 before the end of her next turn
* *Cackle* - Kaziyea can use her bonus action to cackle to extend her hex by one round for every creature within 60 feet of her
* *Familiar* - Kaziyea learns *Find Familiar* and can cast it as a ritual without material component. The spell is also improved with in the following ways
	+ Kaziyea can use se her action or bonus action and command the familiar to use it's reaction to attack
	+ Kaziyea can add her proficiency and spell attack bonus instead of the familiar using it's own attack bonus on attacks
	+ Kaziyea can add her proficiency bonus to her familiar's AC, saving throws and damage rolls
	+ Kaziyea can add twice her witch level to her familiar's hit points
	+ Kaziyea can cast and deliver spells through her familiar, even if the spell’s range is not touch
	+ Kaziyea can choose forms outside of the usual for her familiar to take and chose it to take the form of a sand worm
* *Insidious Spell* - When Kaziyea cast's witch spells on a sole hostile creature affected by one of her hexes they will have disadvantage on their first saving throw against the spell
* *Dying Curse* - When Kaziyea is reduced to 0 hit points, and not killed outright, she can lay a dark curse on the creature that hit for 24 hours and give them disadvantage on attack rolls, ability checks, and saving throws. If Kaziyea regains consciousness or the creature is targeted by *Remove Curse* the effect ends at the end of the creature's next turn

As a Sand Magic witch, Kaziyea channels magic tied to the elements and can innately manipulate the elements themselves. Sand Magic grants her the following abilities:

* *Hex: Imperil* - Kaziyea can use an action to choose a creature 60 feet of her, make them do a Constitution saving throw while choosing any damage type and on a failed save make the creature loses resistance to the chosen damage type or if they are immune treat it as only resistant until the end of her next turn
* *Convolute Energy* - When Kaziyea casts a spell that deals acid, cold, fire, lighting, poison, or thunder damage she can gain resistance to that damage type until the end of her next turn
* *Invulnerability* - Kaziyea can use her reaction, once per long rest, to become invulnerable and choose not to take up to 50 points of damage from a single attack

#### **Notable Items**

* *Golden Charm of the Demi-God*
* *Elsnii Khaan, Arm of the War Priest* - A glaive given to her by her grandfather
* *Sahar's Hat*

1. ↑ A class designed by our friends at Mage Hand Press from their 5e expansion book, *Valda's Spire of Secrets.* Subclass a reworking and custom creation by Darrin
2. ↑ See "Witches and Bitches"
3. ↑ As mentioned in "Time Takes All"
4. ↑ Replacing *Bleeding* which let her make a creature saw within 60 feet do a Constitution save and on a fail save make them take an additional 1d4 of damage when ever damaged until the start of her next turn.