Base Class: Sorcerer
Your innate magic comes from the unforgiving power of the desert and its devastating sandstorms. Whether you were born during a scirocco magnified to a colossal degree by magic from the elemental planes, or you were imbued with the powers of a desert spirit, the magic of the sand permeates your being.
Sandstorm sorcerers are considered the finest amongst desert travellers and guides, their powers over sand and wind making navigation and desert combat a literal breeze. Their magic allows them to exert control over wind and weather in their immediate area, particularly over the dust storms prevalent in desert regions.
Speaker of the Wastes
The arcane magic you command is infused with the elements of the harsh desert. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. Once per long or short rest, you have advantage on a Charisma check (Persuasion, Deception or Intimidation) against any creature native to the Desert environment.
Whirlwind Magic
Starting at 1st level, you can use a bonus action on your turn to cause a dust devil to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so heavily obscures you and the surrounding 5ft radius around you, allowing you and any creatures you choose to see through the dust devil as though lightly obscured.
Heart of the Haboob
At 6th level, you gain temporary hitpoints equal to 1d6 plus your spellcasting modifier whenever your Whirlwind Magic dust devil manifests, and immunity to negative effects of travelling or moving through a sandstorm. In addition, whenever a creature enters your dust devil, its senses are overwhelmed by the raging vortex of sand. This causes the creature to take slashing damage equal to half your sorcerer level, and they must make a Constitution saving throw against your sorcerer spell save DC or suffer the blinded and deafened conditions until the start of your next turn, when the dust devil subsides.
Guide to the Dunes
At 6th level, you gain the ability to navigate the weather around you.
While you are in a sandstorm or similar effect, you gain blindsight out to the range of the environmental condition's edge (to a maximum of 90ft). You can spend an action to touch another creature and share this sense with them for one minute.
Dust in the Wind
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to burst into a dense cloud of sand and move up to 60ft in any direction, before reverting to your normal form. While moving in this way, you are immune to all damage, and you can't be grappled, petrified, knocked prone, restrained, or stunned. Your worn or carried equipment remains in your possession. Upon reverting to your normal form, you can choose for sand to erupt out from either your original location or new location in a 20ft radius, dealing 4d8 bludgeoning to each each creature of your choice and forcing them to make a Strength saving throw against your sorcerer spell save DC or be knocked prone.
Desert Soul
While lightly or heavily obscured by a sandstorm or similar effect you are considered invisible to all senses except truesight.
Creatures knocked prone by the sand eruption from your Dust in the Wind feature are restrained by the sand, suffering 2d8 fire damage at the start of each of their turns. Additionally, when using your Dust in the Wind feature, you can choose to engulf a creature in the path of your movement as part of your reaction to either of the following effects: Either the creature must make a Strength saving throw against your sorcerer spell save DC (the creature can choose to fail) or be moved with you to your destination, or the creature takes 6d8 bludgeoning damage and is blinded as you pass through it.
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