Sorcerer
Base Class: Sorcerer

Whether you like it or not the ley lines and powers above gave birth to you, a sorcerer capable of the ancient arts long lost to your families blood lines. The ancient arts of Desert Blooming which caused your ancestors to be killed without a second thought. Now here you stand whether you want to hide your power, or learn to keep it under wraps, it is yours to do what you will. You create, from your own life force, great arcane feats but let them not become your downfall.

Watering Hole

At 1st Level, unbeknownst to you, you have always been able to speak to animals in a way that doesn't follow just the basic spell Speak to Animals. You always can sense wildlife within a 2 mile radius and when face to face with an animal you can read their emotions like a book. If an animal wants to convey a message you can usually pick up on it, although most animals do not tell the truth as much as others.

Wayward Wind

At 1st Level you're body begins to adapt to a life of the desert, whether you've lived it or not. You gain the following effects:

  • You gain resistance to all slashing damage.
  • Once per long rest you can as a reaction dissolve into sand and teleport to safety within a 15 ft radius. You suffer no damage if doing so as you are attacked. (Uses go up every 5th level)

Straw On A Camels Back

Starting at 6th Level, just as if you couldn't die before, your powers swell making you almost unbeatable by the standards of normal men. You gain +1 to CON and when chosen to you can automatically pass a death save but cannot use this power until your next long rest.

Hidden Oasis

At 6th Level you begin to grow adept to the ways of the wind and earth along with an affinity for water gaining the following effects:

  • You gain a burrowing speed equal to your walking speed.
  • You gain a flying speed equal to your walking speed, requiring concentration like that of a spell.
  • You also gain the ability to sap water from any object or plant. When doing so you gain 1d4+Con Per size above small to your hit points, but it takes a action to do medium or larger plants and a bonus action to do smaller plants.

Storms Of Dust and Dirt

At 14th level, 3 times per long rest, as a bonus action when you end your turn, you can choose to create a cloud of wind that sucks up all debris in a 50ft radius and creates a small 20ft wide storm you can't control. It can move 15 ft per turn (1d4 for direction) and ranged attacks within 20ft of it have disadvantage. This Storm lasts a minute and cannot be dispelled. 

Salt For Trade

You can create currency with half the weight of the currency in salt and it takes two hours for every one hundred coins. This transmutation creates pockets of excess energy and when other objects are created this way, they pop like small pressure bombs causing 1d6 force damage plus your proficiency modifier. Limited to coins and small or tiny non-magical items.

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