Warlock Patron: The Desert

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Warlock Patron: The Desert

Deserts are dangerous and harsh places full of desolate land and monstrous beasts. You have made a pact with a powerful desert ruler, a sentient desert, or a long forgotten entity, whether they saved you from a sandy grave or offered you power in exchange for servitude.

The Nature of the Pact

Desert patrons who are sentient deserts are generally neutral, mostly letting their servants use their powers for their own purposes. Good desert rulers might use their warlocks to help those who get lost in their sands, while evil patrons will use their warlocks to enforce their rule with an iron fist. Desert patrons don't always let their servants leave the desert which they occupy, but there are always exceptions, and the specifics of your pact are up to you and your DM.

Marks of the Patron

Like with other patrons, making a pact with a desert patron leaves some mark on the warlock. A desert patron might mark its warlocks to let other occupants of the desert know that they are its servants. Some might fear the desert and its servants, while others might worship them as gods. Consider how the desert dwellers feel about the desert patron and those who do its bidding.

d4
  Patron Mark
1
  There are markings on your skin that appear to be   made of sand.
2
  Sand swirls around you while you are concentrating   on a spell.
3
  A scarab beetle flies out of your mouth whenever you   cast a spell with verbal components.
4
  The ground in your shadow always appear to be   covered in sand.

Marks of the Boon

When a servant of the desert patron reaches a certain level of power, it rewards them with ancient relics that were lost within its sands.

Pact of the Blade

d4
  Boon Quirk
1
  Your pact weapon is always covered in a layer of sand.
2
  Blood shed by this weapon turns to sand when it hits   the ground.
3
  When swung this weapon creates waves of air that   can be felt from 20 feet away.
4
  Your pact weapon is made of gold and lined with   gems.

Pact of the Chain

d4
  Boon Quirk
1
  Your familiar wears a skull helmet.
2
  Your familiar appears to be made of sand.
3
  Your familiar is always hot to the touch.
4
  When your familiar dies it disintegrates into a whirl of   sand.

Pact of the Tome

d4
  Boon Quirk
1
  Your tome always seems to be patially covered in   sand.
2
  Casting spells from your tome causes sand to swirl   around you.
3
  The cover of your tome features a crystal that appears   to contain a sandstorm.
4
  Sometimes when you open your tome, beetles crawl   out.

Patron Features

Desert patrons grant their warlocks a small amount of power over their sands, as well as spells to make it easier to survive in the desert.

Expanded Spell List

Your desert patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level
  Spells
       1st        
  bane, create or destroy water
       2nd        
  dust devil, warding wind
       3rd        
  bestow curse, wall of sand
       4th        
  freedom of movement, fire shield
       5th        
  transmute rock, insect plague

Desert Constitution

At 1st level, your body becomes more acclimated to travel in the harsh desert. You do not suffer the normal ill-effects of extreme heat, and you need to consume only 1 gallon of water per week instead of the normal gallon per day.

Dune Ward

Also at 1st level, your patron's sands move to protect you. When a creature moves within 10 feet of you, you can use your reaction to hurl a wave of desert sand towards it. The creature must succeed on a Dexterity saving throw against your warlock spell save DC or be blinded until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Arenaceous Form

At 6th level, you can use a bonus action to assume a sand-like form, as if affected by the gaseous form spell. This form lasts until the start of your next turn or until you choose to end it (no action required).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Curse of Dessication

Starting at 10th level, you can channel your patron's scorn against your foes. When you blind a creature using Dune Ward, you can curse it until the end of your next turn, draining its energy. While cursed, the creature's movement speed is halved and it cannot regain hit points. If the creature is not a construct or undead, you gain temporary hit points equal to your warlock level as you absorb the moisture taken from the creature.

Pharaoh's Tomb

At 14th level, you can use your action to call upon the sands themselves to entomb a creature you can see within 60 feet of you. The creature is swallowed into the ground, becoming incapacitated. While a creature is incapacitated by this effect, it has a speed of 0, it cannot be targeted by any spell or effect, and it is immune to damage. At the end of each of its turns, the creature can make a Strength saving throw against your warlock spell save DC to attempt to force its way out, ending the effect on a success. Each time the creature fails this saving throw, it takes 3d10 necrotic damage. You can release the creature at any time, no action required.

Once you use this feature, you can't use it again until you finish a long rest.

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