Warlock
Base Class: Warlock

Your patron is a being born from the harsh environments of a desert. You may serve an ancient mummy from begone eras, or a powerful Lamia, maybe a Djinn from the plane of air. Whoever your patron is, they gave you the power of the the unforgiving sand and the ability to manipulate it.

You may find that creating a Tomb King patron hard. An ancient Egyptian god, such as Anubis or Ra would fit, or even a powerful ruler of a desert kingdom, who granted you magic in exchange for your service. If you're still struggling, I have a couple pre-made patrons you can find below.

Settra the Imperishable

Settra was the ruler of an ancient kingdom in life, but when his advisor betrayed him, the kingdom was destroyed, sinking beneath the sand. Settra was sealed within a vault deep beneath the ruins of his kingdom. Whilst in this vault, he mastered the necromantic arts and gained immortality, along with immense power. He granted you powers to help free him from his prison. He talks to you exclusive in whispers on the wind, telling you of artifacts or spells that may further his escape.

Imotekh the Collector

 Imotekh's orgins are unknown, some think he was a simple desert wanderer corrupted by his quest for knowledge. Others think he was always this way, but his goals are clear. He grants people a fraction of his power to have them seek out powers unknown to him, researching them and granting him the knowledge. He seems to be able to appear anywhere with sand.

Expanded Spell List

The Tomb King lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Tomb King Expanded Spells
Spell Level Spells
1st Create or Destroy Water, Inflict Wounds
2nd Dust Devil, Phantasmal Force
3rd Wall of Sand, Animate Dead
4th Stone Shape, Wall of Fire
5th Insect Plague, Contagion

Bad Omen

At 1st level, you are marked by your patron. You suffer no adverse effects from extreme heat in the day, or extreme cold in the night, as long as you are in a sandy environment. You can also create harmless sensory effects, such as the follow, to represent an omen.

-You can change the colour of up to 10 gallons of water, or make it look like blood, for 4 hours

-You may summon an illusory horde of frogs, locusts, lice or gnats.

-You may make a willing creature have boils appear over their skin.

-You can create small illusory images made out of sand, as if through 'Minor Illusion'

All these effects can be seen through with a successful perception or investigation check against your warlock spell save DC.

Desert Magic

Also at 1st level, you gain the Gust cantrip, which appears as a sandy wind. You also gain an additional way to use it.

-You launch sand at the face of your target, they must make a constitution saving throw or take 1d6 bludgeoning damage and be blinded until the start of your next turn.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Additionally, when you cast Eldritch Blast, you can choose for it to deal Fire damage instead of Force damage.

Sand Shade

Starting at 6th 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 you can see, and leave behind a Sand Shade in your place. You take no damage, and the triggering attack instead automatically hits the Sand Shade.

The Sand Shade appears as a spectral figure made of sand, and is considered an object with an AC of 15, 1 hit point, and immunity to necrotic and poison damage. It lasts up to 1 minute, at the end of which it disintegrates back into sand.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Ancient Soul

At 10th level, you've gained immunity to the harsh environment of the desert, and can harness it against your foes. During the day, you have resistance to fire damage and during the night, you have resistance to cold damage. Additionally, moving through non-magical difficult terrain costs you no extra movement, you can gain 10 feet to your walking speed when you are on sand.

Additionally, when a creature within 120 feet takes Fire damage, you can use your reaction to deal extra damage to them equal to your charisma modifier. You can only deal extra damage this way once per turn.

Spirit of the Sands

At 14th level, your control over the cursed magics of the desert has solidified.

As a bonus action, you can create a Sand Shade in an unoccupied space you can see within 10 feet of you. You can have a maximum number of Shades simultaneously equal to your proficiency bonus.

As an action, you may destroy all of your Sand Shades, causing one effect of your choice (listed below) to occur in a radius of 10 feet around them. If a creature is within range of more than one Sand Shade, the effect applies separately for each Shade.

Detonate. All creatures within range must make a Dexterity saving throw against your warlock spell save DC. Each creature takes 2d8 force damage on a failed save, or half as much damage on a successful one.

Decay. One creature of your choice within range must make a Constitution saving throw against your warlock spell save DC or take 3d6 necrotic damage, and be cursed for the next 8 hours. While cursed, the creature cannot regain hit points from any source.

Husk. Any creatures of your choice within range gain temporary HP equal to your warlock level.

Obscure. The area within range becomes a sandstorm lasting 1 minute, this area is considered difficult terrain for all creatures other than you, and is heavily obscured. As a bonus action on following turns, you can move any existing sandstorms up to 10 feet in any direction.

Previous Versions

Name Date Modified Views Adds Version Actions
9/11/2020 1:45:14 PM
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11/6/2020 12:25:07 PM
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