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.
Credits
- Marks of the Patron inspired by Tome of the Pact by Alex Clippinger
- 14th level feature inspired by The Desert Lord by [u/doctorzoidberg26]
- Desert Mage by Obsidian Portal
- Wanderer by Nipuni
- D&D Watercolor Stains Gallery by Jared Ondricek