Base Class: Sorcerer
You have a mysterious 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 in the Desert Spells table. Each spell counts as a Sorcerer spell for you, but 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, Conjure Minor Elementals |
| 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 ft. of you for the first time on 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 against your Spell Save DC or be Blinded until the end of your next turn.
You can use this reaction a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.
Curse of Dessication
At 6th level, you can channel the desert's scorn against your foes.
Once per turn, when a creature fails its saving throw against a Sorcerer spell you cast, or when you blind a creature with your Dune Ward feature, you can expend 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
Also at 6th level, you are more acclimated to the desert heat.
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 minutes, 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 cannot use it again until you finish a long rest, unless you expend 5 Sorcery Points to do so again.
Eroding Sandstorm
At 18th level, you can call forth a whirling storm of cursed sand.
As an action, you can conjure a sandstorm in a 20 ft. radius around you. The sandstorm lasts for 1 minute, and heavily obscures the area. The sandstorm ends early if you are incapacitated, or die. Other creatures treat the sandstorm as difficult terrain, and when a creature starts its turn within it, they take 2d10 necrotic damage and you regain a number of hit points equal to half the damage dealt. When you create this sandstorm, you can choose any number of creatures you can see to be unaffected by it.
Once you use this feature, you cannot use it again until you finish a long rest, unless you expend 7 Sorcery Points to use it again.
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