Sorcerer
Base Class: Sorcerer

Your innate magic comes from the soul of Zor'uska, embodying the relentless, punishing, yet beautiful nature of the desert. Known for their revered worship of the five World Shapers, one of the Zor'uskan deities is Feorr, the embodiment of magic. Most sorcerers with this power were born to those who paid their dues to Feorr throughout life, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Whether it be through magical lineage, a product of a powerful magic phenomenon, or no apparent cause or reason, it is believed that Feorr imbued you with the ability to call upon this blistering magic, an ever-present storm that can reduce even the sturdiest enemies to rubble.

Desert Dweller

Starting when you choose this origin at 1st level, you ignore difficult terrain created by sand, and you can tolerate temperatures as high as 150 degrees Fahrenheit without any additional protection. You also do not require increased amounts of drinking water at extreme temperatures.

Sandstorm

Starting at 1st level, you can cause the magical sandstorm within you to manifest as a nearby twister. When you cast a spell of 1st level or higher on your turn, you can use a bonus action to create this storm in a 5-foot cube in a space you can see within 30 feet of you. A Large or smaller creature in the area must succeed on a Strength saving throw against your sorcerer spell save DC. A creature that fails the saving throw is pushed up to 10 feet in a direction of your choice if it’s Medium or smaller, or 5 feet if it’s Large.

When you reach 6th level in this class, a creature that fails this saving throw also takes either 1d8 bludgeoning damage or 1d8 fire damage (your choice). The damage increases when you reach certain levels in this class, increasing to 2d8 at 14th level, and 3d8 at 18th level.

Sand Clone

Starting at 1st level, you gain the instinctive ability to manipulate the sands when in danger. As a reaction to being hit by an attack, you can choose to teleport up to 10 feet to an unoccupied space that you can see and leave behind a Sand Clone in your place. You take no damage, and the triggering attack instead automatically hits the Sand Clone.

The sand clone appears as a husk-like figure made of sand, and is considered an object with an AC of 10, hit points equal to your sorcerer level, and resistance to bludgeoning, piercing, and slashing damage. It lasts up to 1 minute, after which it is reduced into a pile sand.

Once you use this feature, you cannot use it again until you finish a long rest. You gain additional uses of this feature at 6th level, 14th level and 18th level.

Mirage

At 6th level, you learn the mirror image spell. If you already know this spell, you learn a different sorcerer spell of your choice. The spell doesn’t count against your number of spells known. You can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, any creature within 10 feet of you that destroys one of the spell’s illusions takes fire damage equal to half your sorcerer level as the illusion bursts into a wave of scalding air and sand.

Desert Armor

At 6th level, you have learnt to harness the power of the desert to aid in your protection. You create a permanent husk of sand around yourself, gaining resistance to bludgeoning damage.

Additionally, you learn Wall of Sand. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.

Heart of the Storm

Beginning at 14th level, you have the ability to step into the heart of the twisters you create. Immediately after a creature is pushed by your Sandstorm feature, you can spend 2 sorcery points to teleport to the storm’s space. You can also teleport in this way if you create the storm in a space that is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible until the end of your turn.

Slipping Through

At 18th level, you can become as intangible as sand. You can spend 5 sorcery points as a bonus action to magically transform yourself into a sand-like form. In this form, you have the following benefits:
  • You can’t be grappled.
  • You and any equipment you are wearing or carrying can move through a space as narrow as 1 inch without squeezing.
  • You can move through the space of any creature, regardless of its size, and difficult terrain doesn’t cost you extra movement.
In addition, when an attacker that you can see hits you with an attack, you can use your reaction to turn to sand. Until the end of that turn, you have resistance to all damage, including against the triggering attack.You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Previous Versions

Name Date Modified Views Adds Version Actions
3/11/2023 9:40:19 PM
22
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes