Sorcerer: Dune Child
You have a mystical connection to the desert, and draw your power from its sands. Perhaps you were born to a lineage of desert rulers, or miraculously survived an encounter with an enchanted pool of quicksand. Whatever its origin, this power helps you survive in these desolate lands.
Desert Magic
You learn additional spells when you reach certain levels in this class, as shown on the Desert Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list.
Desert Spells
Sorcerer Level | Spells |
---|---|
1st | bane, create or destroy water |
3rd | blur, dust devil |
5th | bestow curse, wall of sand |
7th | blight, summon elemental |
9th | insect plague, transmute rock |
Dune Ward
Starting at 1st level, the desert's sands move to protect you. When a creature moves within 10 feet of you for the first time in a turn or when it starts its turn there, you can use your reaction to hurl a wave of desert sand towards it. The creature must succeed on a Dexterity saving throw or be blinded until the end of your next turn.
You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 2nd level in this class, you can expend a sorcery point to use this reaction again while you have no uses of remaining.
Credits
- Character by JoshDrawsStuff
- Background by Laura Replinger
- D&D Watercolor Stains by Jared Ondricek
Curse of Dessication
Beginning at 6th level, you can channel the desert's scorn against your foes. Once per turn when a creature fails the saving throw for a sorcerer spell you cast, or when you blind a creature using Dune Ward, you can spend 1 sorcery point to drain its energy. Until the start of your next turn, the creature's movement speed is halved and it cannot regain hit points.
Arid Adaptation
At 6th level, you gain resistance to fire damage, and you can see through an area obscured by sand or debris without penalty.
Arenaceous Form
Starting at 14th level, you can use a bonus action to assume a sand-like form, as if affected by the gaseous form spell. This form lasts for 10 minute or until you choose to end it (no action required). While in this form, you can cast sorcerer spells as normal.
Once you use this feature, you can't use it again until you finish a long rest unless you expend 5 sorcery points to use it again.
Eroding Sandstorm
At 18th level, you can call forth a whirling storm of cursed sand. As an action, you can conjure the sandstorm in a 20-foot radius around you. The sandstorm lasts for 1 minute, and heavily obscures the area. The sandstorm remains centered on you, and it ends early if you are incapacitated or die. Other creatures treat the sandstorm as difficult terrain, and when they start their turn in it, they take 2d10 necrotic damage, and you regain a number of hit points equal to half of the damage dealt. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the sandstorm.
Once you use this feature, you can't use it again until you finish a long rest unless you expend 7 sorcery points to use it again.