Base Class: Sorcerer
The deep desert runs in your veins. Whether your powerful bloodline comes from a deal with a God, a genie or just have someone with scorpion venom in their veins, you have the power of scorpions in you.
Poisoned Tail
Just as a scorpion has an articulated tail with a poisoned stinger on the tip, you have a similar weapon. You gain proficiency in whip. Starting At 1st level, you can cast the poison spray cantrip through a whip that you wield. Attack with your whip a creature within range, if you hit the creature it takes your standard whip damage and must make a Constitution save versus your spell DC or take poison damage equal to the cantrip damage.
Armored Plates
Starting At first level, your skin turns into chitinous plates. Your unarmed defense is now 13 + your Dexterity modifier + your charisma modifier.
Desert Bred
Starting at 6th level, you become immune to heat exhaustion. In addition, your body naturally conserves water and food, you require half the amount than others require to survive.
Scorpion Sight
Scorpions have unusually powerful sight abilities. Many can see in nearly complete darkness. Starting at 6th level you treat dim light as normal light at all ranges.
Scorpion Climb
Starting at 6th level, your hands and feet become more claw like. You gain a climb speed equal to your movement speed.
Giant Scorpion Mount
Starting at 14th level, you gain the ability to summon a giant scorpion mount. This acts as a find greater steed spell with your giant scorpion having a burrow speed and climb speed. This ability requires the expenditure of 3 sorcery points.
Scorpion Swarm
Starting at 18th level, as an action you can summon a swarm of scorpions in a 30 foot radius centered on you. This swarm deals 4d12 poison damage to all enemies within the swarm. Enemies must make a Constitution saving throw against your spellcasting DC, if they succeed they only take half damage. Any damage dealt (after enemies make their saving throws or apply immunities and resistances) you heal for the same amount. This ability can be summoned and resets on a long rest. Alternatively you can spend 5 sorcery points to summon the swarm.
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