Warlock
Base Class: Warlock

You have made a pact with a powerful entity that harnesses the unforgiving nature and might of sand and deserts. This entity might be an actual living desert, an ancient primordial, a powerful but forgone Purple Worm or Sandworm, a long-forgotten mummy, or a monstrous being from creation’s earliest days.

Perhaps your patron is a benevolent entity, and as you were lost and wandering, dying of thirst, your patron offered you a chance to live and power in exchange of you doing its bidding and continuing to help those who lose their sanity in the sands. Alternatively, it may be a ruthless entity with no mercy, enforcing its rule with an iron fist and granting you power with hopes of corrupting you and having one more mindless soldier doing its bidding.

Whatever the case may be, you now serve the sands and use their power to satisfy your patron’s desires.

Expanded Spell List

The Desert Overlod 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.

Note: There are not a lot of spells that fit the theme on the basic rules, which is what I have. I’d say the spells still fit on a mechanical level a lot, they just require reflavoring. Spike Growth is sharp and spiky sand rather than vines, Entangle is sand rather than fog, etc. Most things can be reflavored as sand fairly easily.

Desert Overlord Expanded Spells
Spell Level Spells

1st

earth tremor, entangle

2nd

maximilian's earthen grasp, spike growth

3rd

meld into stone, wall of sand

4th

black tentacles, resilient sphere

5th

arcane hand, conjure elemental(earth only)

Desert Constitution

Starting at 1st level, you suffer no ill effects of extreme heat and need only 1 gallon of water intake to survive.

Additionally, you learn the Mold Earth cantrip if you don’t know it already, which counts as a warlock spell for you, but it doesn’t count against your number of cantrips known.

Overlord's Pit

Also at 1st level, you gain the ability to call forth your patron’s power and command the sand and earth around you. As a bonus action, a sand pit appears right beneath a creature you can see within 60 feet of you. The creature must make a Strength Saving Throw against your spell save DC, or become restrained for 1 minute. The restrained creature may repeat the saving throw on each of its turns as an action, and you may dismiss the grasp at any point (no action required).

If the creature succeeds the saving throw, the pit remains for up to 1 minute, and you may use a bonus action on your turn to move it up to 30 feet and force a creature to make a saving throw again. You can summon a pit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sand Whirlwind

At 6th level, you gain the ability to take full control over the sand and dirt around you, and use it to your advantage. As an action, a creature you can see within 60 feet rises vertically 30 feet into the air, sustained by a vertical sand whirlwind. An unwilling creature that succeeds on a Constitution Saving Throw against your spell save DC is unaffected.

A willing creature gains a flying speed of 45 feet, but an unwilling creature, however, becomes restrained. Additionally, you can use your action to move the target, willing or not, which must remain within a 60 feet range of you.

You may dismiss the whirlwind at any point in your turn (no action required): if the affected creature is you or a willing creature, the target slowly and harmlessly descends with the whirlwind itself. An unwilling creature, however, abruptly falls, and it takes half the damage it would have suffered from the fall, as it falls on sand.

The whirlwind lasts for a minute, and you can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Duneward

At 10th level, when a creature makes an attack roll against you, you can choose to call forth even more of your patron’s might to aid you in battle. As a reaction to an attack roll made against you that hits, you may choose to cover your body in your patron’s sand, granting you a number of temporary hit points equal to two times your Warlock Level + double your Charisma Modifier. Additionally, if the attack roll is a critical, the attacker treats the roll as if it wasn’t one, though the attack still hits. The temporary hit points granted by this feature vanish, as the sand does from your body, at the end of your next turn. After you use this feature, you can’t use it again until you finish a short or long rest.

Sand Storm

When you reach 14th level, your power over sand and terrain becomes uncanny, as you gain the ability to conjure a portion of your patron’s might and summon a powerful and violent sand storm. As an action, choose a point within 120 feet that you can see. All terrain in a 20 foot radius centered on that point becomes difficult terrain. Additionally, creatures inside take fire damage equal to half your warlock level for every 5 feet they move, and all creatures inside the area are blinded.

If you are within this sand storm, you are immune to all of its effects. This feature lasts for 10 minutes or until you lose concentration, as if concentrating on a spell. After you use this feature, you can’t use it again until you finish a short or long rest.

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