Base Class: Warlock
Sand warlocks make pacts with strong Patrons of the desert domains. Many desert Patrons are long forgotten for many do not travel to the ruins that they dwell in. Some adventurers are drawn to these Patrons for they might have been tricked by the patron using the deserts natural mirages. Patrons of the sand may live in an Oasis waiting for an adventurer to come refill it's waterskin, and demand the adventurer to make a pact in order to take the life giving water. The motivations of these Patrons can range from having their warlocks go to different areas of the world to learn more about the world outside the desert, since most of the Patrons of the sand do not leave the desert. Some patrons may have their pact makers hunt relics that are long lost in ancient ruins under the sand or hidden away in pyramids. Or some Patrons may have hidden evil intentions to make all the world their desert. Examples of an entity of the sand are: ancient blue dragons, ancient brass dragons, androsphinx, mummy lords, gynophinx, and efreeti.
Sand Armor
Starting at 1st level, your patron allows you to manipulate the sands to make a protective armor around you. As an action you cause the sands to protect you giving you an armor class of 13+ your charisma modifier, and the armor lasts for 8 hours. Once you use this feature you cannot use it again until you have taking long rest.
At 8th level your armor class becomes 15+ your charisma modifier.
Nomad of the Sands
Nomad of the sands
Starting at 6th level, sand and similar terrain does not cause you to have difficult terrain. Your patron also gives you resistance to fire damage, and you do not suffer from the extreme heat of the desert climate. Your patron has graced you with the ability to not become lost in the endless seas of the desert sands and you gain the following benefits
-You cannot become lost while in a desert terrain
-As an action you can focus on the desert terrain that lasts for 1 minute and you know the nearest location that is within 6 miles of you of a settlement, oasis, or a source of water. You can use this ability a number of times equal to 1+ your charisma modifier. When you finish a long rest, you regain all expended uses.
Wall of Sand
Beginning at 10th level you can manipulate the sands to make a wall of sand. As an action, You can create the wall of sand within range of 120 feet of yourself. You can make the wall up to 60 feet long, 20 feet high, and 5 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 foot thick, or a hemispherical dome with a radius of 10 feet and 5 foot thick. Any huge or smaller creature that is in the area of affect when you bring the wall of sand up, that creature must make a dexterity saving throw against your spell save dc, or they will be stuck inside the wall of sand, if the creature makes the saving throw they are pushed to one side of the wall. While inside the wall the creature is considered to be heavily obscured and suffer the following conditions: restrained, blinded, deafened, and will begin to suffocate. At the end of each of it's turns the creature that is stuck inside the wall of sand may make a strength saving throw against your spell save dc to pull itself out of the wall of sand, or a companion may use an action to pull the creature out of the wall by making a successful strength athletics check against you spell save dc. You must maintain concentration on the wall of sand as if they where concentration on a spell, and the wall of sand lasts for 1 minute. You can not used this feature again till you finish a long or short rest.
Turn to Sand
Starting at 14th level you can attempt to turn a creature into a pile of sand. As an action you hurl a beam of sand from your fingertips and strike a creature within 60 feet of you that is not behind total cover, the creature must make a constitution saving throw against your spell save dc, if failed the creature takes 10d10 force damage, if this damage reduces the creature to 0 hit points they are turned into a pile of sand. If the creature makes the constitution saving throw they take half damage and are not turned into sand even if the damage reduces the creatures hit points to 0. You can not use this feature again till you finish a long rest.
Expanded spell list
1st-sleep, silent image
2nd-blindness/deafness, blur
3rd-bestow curse, fireball
4th-stoneskins, wall of fire
5th-insect plague, contagion
Previous Versions
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