Sorcerer
Base Class: Sorcerer

Construct sand constructs, control the winds and own the desert

Desert Born

Starting when you choose this origin at 1st level, you are not slowed down by difficult terrain caused by sand, stone or soil, and you gain 30ft of tremor sense. This range increases to 60ft at 6th level, and 120ft at 10th level.

 

Sand Dune

Starting at 1st level when you choose this origin, you can expend two sorcery points as a bonus action to magically create a 10ft radius sphere of sand in a spot you choose within 30ft, the Sand Dune counts as difficult terrain and lasts for one minute, and requires concentration as if you were concentrating on a spell. You can use an action to shape the Sand Dune how you like under the effects of mold earth, or move it 30ft as long as it's within 30ft of you. If there is already sand where you are attempting to create a Sand Dune you can choose to instead take control of the sand in that area for the same duration. If you conjure a Sand Dune while another is active, the one you previously created is destroyed.

The range and area of your Sand Dune increases when you reach certain levels in this class, to 60ft range, 20ft radius sphere at 6th level, 90ft range, 30ft radius sphere at 14th level, and 120ft range, 50ft radius Sphere at 18th level.

Sand Burial

At 6th level your Sand Dune can now submerge and crush your opponents. As an action on each of your turns, you can attempt to drag creatures into the dune. Large and Smaller creatures within 5 feet of the Sand Dune or inside it must make a Strength Saving Throw or be restrained. Creatures restrained in this way are crushed under the force of the sand and take 2d8 bludgeoning damage at the start of their turn. Creatures can repeat the save at the end of their turn, on a success this effect ends on them and they are no longer restrained.
Once you use this feature, you cant use it again until you finish a long rest.

Desert Travel

At 14th level, Your will reaches even further into the sand and wind as you unlock the ability to use sand to enhance your movement. You gain a burrowing speed of 30 feet. Additionally you can use your Sand Dune for travel. While you are standing on your Sand Dune, you can use your action to expend 4 sorcery points to harden it into a platform. Creatures who are restrained or otherwise occupying its space are lifted harmlessly to the top of the platform. The platform can carry up to 1,000lbs without crumbling, is no longer difficult terrain and creatures can stand on it as if it were stone. It stands up to 10 feet off the ground and has a movement speed of 60 feet. It has an AC equal to your Spell Save DC and an amount of Hit Points equal to 3 times your sorcerer level. When the platform is reduced to 0 hit points, it crumples apart and vanishes.

Desert Lord

At 18th level your power over the desert is at its fullest, you can spend 6 sorcery points as a bonus action to transform, unleashing the desert to its full potential as you become a shifting mass of sand and wind. You gain the following benefits:

  • You gain resistance to nonmagical Bludgeoning, Piercing and Slashing damage.
  • You can move through spaces as narrow as one inch without squeezing and gain a flying speed of 60ft.
  • Creatures of your choice that start their turn or get within 10 feet of you must make a constitution save or be blinded for one minute. Creatures can repeat the save at the end of their turn, on a success, they are no longer blinded.

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
11/29/2021 11:17:16 PM
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11/29/2021 11:45:34 PM
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1.5
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