Warlock
Base Class: Warlock

Your patron is a deity or spirit of the desert. Most likely, you have made a pact with the great spirits of the desert, who exist apart but also as one, exemplifying the unity of all things. Your connection to this being plunges you into an understanding of the vastness of the desert. Maybe the desert was your home. Maybe you were only a visitor. Either way, you are now a part of it. A tiny cog in an intricate machine of a being. The sands breathe, and you press against its lungs. 

Beings who may be your patron include Kathyr, the desert spirits; Bast, the panther goddess; Heh, the god of infinity; and Khonsu, goddess of the moon.

Expanded Spell List

The Breathing Sands 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.

Spell Level Spells

1st

create or destroy water, disguise self

2nd

dust devil, Maximilian's earthen grasp

3rd

erupting earth, wall of sand

4th

fire shield, stoneskin

5th

insect plague, wall of stone

Desert Survivor

At 1st level, your patrons grant you a mastery of the desert. You now know every trick and maneuver to expertly traverse such terrain. You ignore difficult terrain caused by sand, gravel, or rocks. You also ignore negative effects from the hot sun.

Sand Step

At 6th level, you gain the ability to teleport. If an enemy makes an attack against you, you can add +3 to your Armor Class as a reaction. If the attack misses, you can choose to teleport up to 15 feet to any point you can see as a reaction, disappearing into a cloud of sand and leaving a double of yourself that gets hit instead, destroying it instantly.

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

Curse of Kings

At 6th level, you gain a powerful hex, a curse of the old kings. As an action on your turn, you may cast a curse on an enemy that you can see within 60 feet of you. The target must succeed a Wisdom saving throw against your Warlock DC or be restrained until the end of your next turn. Every attack made against this creature does an extra 1d6 necrotic damage.

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

Fulfillment

Starting at 10th level, you are given the gift of eternal nourishment. Perhaps the desert spirits fill your body with the necessary nutrients to survive at all times, or they replaced your organs with otherworldly ones. You now don't need to eat or drink to survive. You also gain resistance to Fire damage, your body adapted to protect you from the harsh desert sun.

The Desert's Judgement

At 14th level, you gain the ability to summon the power of your patron. Choose a damage type. All attack's made by you with weapons now do an extra 1d4 of that damage type which bypasses resistances.

As a bonus action, you may activate an astral event. For 1 minute, you gain resistance to all bludgeoning, piercing, and slashing from non-magical attacks as an astral form surrounds you or sits behind you. You also gain an unarmed strike equal to 1d10 bludgeoning, plus the 1d4 of your chosen damage type. 

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

Previous Versions

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