Base Class: Sorcerer
Your magic comes from the ever scorching sands of the desert. For you must fight to hold back the eternal sandstorm roaring within you. Your connection with the deserts could have been created in one of many different ways. You could have a powerful desert entity as an ancestor, maybe you were born and raised in a tribe of desert nomads traveling the endless seas of sand, or you gain your powers from the springs of a magical oasis in the middle of the chaos of a raging sandstorm.
Desert Magic
1st–Level Soul of Burning Sands Feature
You learn additional spells when you reach certain levels in this class, as shown on the Desert Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know.
Desert Magic Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | Disguise Self, Earth Tremor |
| 3rd | Dust Devil, Mirror Image |
| 5th | Erupting Earth, Wall of Sand |
| 7th | Hallucinatory Terrain, Stoneskin |
| 9th | Mislead, Wall of Stone |
Dune Treader
1st–Level Soul of Burning Sands Feature
You ignore difficult terrain created by sand, and you can tolerate temperatures as high as 180 degrees Fahrenheit without any additional protection.
Sandstorm
1st–Level Soul of Burning Sands Feature
You can cause the magical sandstorm within you to manifest as a nearby twisting storm of raging wind and sand. When you cast a Sorcerer spell of 1st–level or higher, you can summon a storm (no action required). This storm appears as a 5–foot wide, 10–foot tall cylinder centered on a space you can see within range. Your sandstorm becomes more powerful at 6th, 10th, 14th, and 18th–level.
You can use this feature a number of times equal to your Proficiency bonus, and you regain all uses after you complete a long rest.
1) Sandstorm, 1st–Level
When you cast a Sorcerer spell of 1st–level or higher, you can summon a storm (no action required). This storm appears as a cylinder 5–feet wide and 10–feet tall centered in a space you can see within 20 feet of you and remains until the start of your next turn. Any creature within the storm when summoned or ends its turn within the storm must succeed on a Strength saving throw against your Sorcerer spell save DC. On a failed save, a creature takes 1d4 bludgeoning damage, 1d4 fire damage, and if the creature is size Medium or smaller it is pushed 5 feet in a direction of your choice. On a successful save, a creature takes half damage and is not pushed.
2) Sandstorm, 6th–Level
When you cast a Sorcerer spell of 1st–level or higher, you can summon a storm (no action required). This storm appears as a cylinder 5–feet wide and 10–feet tall centered in a space you can see within 30 feet of you and remains until the start of your next turn. Any creature within the storm when summoned or ends its turn within the storm must succeed on a Strength saving throw against your Sorcerer spell save DC. On a failed save, a creature takes 1d6 bludgeoning damage, 1d6 fire damage, and if the creature is size Medium or smaller it is pushed 10 feet in a direction of your choice. On a successful save, a creature takes half damage and is not pushed.
In addition, immediately after a creature is pushed by this feature, you can choose to teleport to the storm’s space (no action required). You can also teleport in this way if you create the storm in a space that is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible while you remain inside the storm. You are immune to the effects and damage of your own storms.
3) Sandstorm, 10th–Level
When you cast a Sorcerer spell of 1st–level or higher, you can summon a storm (no action required). This storm appears as a cylinder 5–feet wide and 10–feet tall centered in a space you can see within 40 feet of you and remains until the start of your next turn. Any creature within the storm when summoned or ends its turn within the storm must succeed on a Strength saving throw against your Sorcerer spell save DC. On a failed save, a creature takes 1d8 bludgeoning damage, 1d8 fire damage, and if the creature is size Medium or smaller it is pushed 15 feet in a direction of your choice. On a successful save, a creature takes half damage and is not pushed.
In addition, immediately after a creature is pushed by this feature, you can choose to teleport to the storm’s space (no action required). You can also teleport in this way if you create the storm in a space that is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible while you remain inside the storm. You are immune to the effects and damage of your own storms.
4) Sandstorm, 14th–Level
When you cast a Sorcerer spell of 1st–level or higher, you can summon a storm (no action required). This storm appears as a cylinder 5–feet wide and 10–feet tall centered in a space you can see within 50 feet of you and remains until the start of your next turn. Any creature within the storm when summoned or ends its turn within the storm must succeed on a Strength saving throw against your Sorcerer spell save DC. On a failed save, a creature takes 1d10 bludgeoning damage, 1d10 fire damage, and if the creature is size Medium or smaller it is pushed 20 feet in a direction of your choice. On a successful save, a creature takes half damage and is not pushed.
In addition, immediately after a creature is pushed by this feature, you can choose to teleport to the storm’s space (no action required). You can also teleport in this way if you create the storm in a space that is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible while you remain inside the storm. You are immune to the effects and damage of your own storms.
5) Sandstorm, 18th–Level
When you cast a Sorcerer spell of 1st–level or higher, you can summon a storm (no action required). This storm appears as a cylinder 5–feet wide and 10–feet tall centered in a space you can see within 60 feet of you and remains until the start of your next turn. Any creature within the storm when summoned or ends its turn within the storm must succeed on a Strength saving throw against your Sorcerer spell save DC. On a failed save, a creature takes 1d12 bludgeoning damage, 1d12 fire damage, and if the creature is size Medium or smaller it is pushed 25 feet in a direction of your choice. On a successful save, a creature takes half damage and is not pushed.
In addition, immediately after a creature is pushed by this feature, you can choose to teleport to the storm’s space (no action required). You can also teleport in this way if you create the storm in a space that is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible while you remain inside the storm. You are immune to the effects and damage of your own storms.
Desert Nomad
6th–Level Soul of Burning Sands Feature
You have the ability to step into the heart of the twisters you create. Immediately after a creature is pushed by your Sandstorm feature, you can choose to teleport to the storm’s space (no action required). You can also teleport in this way if you create the storm in a space that is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible while you remain inside the storm. You are immune to the effects and damage of your own storms.
Mirage Vision
6th–Level Soul of Burning Sands Feature
You gain the ability to see the true form of all creatures and landscapes within 60 feet of you until the end of your next turn. While this feature is active, you can see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic.
You can use this feature a number of times equal to your Proficiency bonus, and you regain all expended uses when you finish a long rest.
Sand Vortex
As an action, you can summon a vortex of scolding sand and roaring wind. The sand vortex appears centered on a point of your choice along the ground that you can see within 120 feet of you. The vortex is a 15–foot–radius, 60–foot–high cylinder centered on that point. The vortex lasts for one minute or until you are incapacitated. After summoning the vortex, you can use a bonus action on subsequent turns to move the vortex 30 feet along the ground. The vortex sucks up any Medium or smaller objects that are not secured to anything and that are not worn or carried by anyone.
A creature that starts its turn within the vortex or enters the vortex for the first time on its turn, must succeed on a Dexterity saving throw against your Sorcerer spell save DC. On a failed save, a creature takes 4d8 fire damage, 4d8 bludgeoning damage, and is blinded until the start of its next turn. On a successful save, a creature takes half damage and is not blinded.
In addition, a Large or smaller creature that starts its turn within the vortex or enters the vortex for the first time on its turn, must succeed on a Strength saving throw against your Sorcerer spell save DC. On a failed save, a creature becomes restrained by the vortex until it ends. When a creature starts its turn restrained by the vortex, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the vortex and falls when the vortex ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your Sorcerer spell save DC (creature’s choice). If successful, the creature is no longer restrained by the vortex and is hurled (your Charisma modifier d6 x 10) feet away from it in a random direction. Once you use this ability you cannot use it again until you complete a long rest. When you reach 18th–level in this class the damage dice increase to d10s.
Sand Form
18th–Level Soul of Burning Sands Feature
You can become as intangible as sand. As a bonus action, you can magically transform yourself and all of your equipment that you are wearing or carrying into a sand–like form for one hour. While you are in your Sand Form you gain the following benefits and detriments.
- You are immune to the Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, and Stunned conditions.
- You are resistant to Fire damage and the damage from Bludgeoning, Piercing, and Slashing from nonmagical attacks. You are also immune to Poison damage.
- You can occupy another creature’s space and vice versa, and you can move through any opening large enough for a single grain of sand without squeezing.
- You cannot talk, cast spells, or attack. Any objects that you were wearing or carrying when you transformed cannot be dropped, used, or otherwise interacted with while you are in your Sand Form.
Once you use this feature you cannot use it again until you complete a long rest.
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