Sorcerer
Base Class: Sorcerer

Sorcerers who draw their power from the vast, unforgiving deserts. These arid wastelands are not devoid of life or magic; instead, they are imbued with ancient, arcane energies born of the relentless sun, shifting sands, and the mysterious whispers of the desert winds. A Desert Soul Sorcerer channels these raw, elemental forces, becoming a living embodiment of the desert's indomitable spirit.

Terra Sight

Starting at 1st level, you can attune yourself to the earth and perceive your surroundings through a unique form of sight. As an action, you can close your eyes and touch the ground with your hands, connecting with the rock, dirt, or sand beneath you. By doing so, you can sense any openings or anomalies within a 30-foot radius. This ability can see through full cover. You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest.

Expanded Spell List

You learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st earth tremor, feather fall
3rd earthbind, gust of wind
5th erupting earth, wall of sand
7th stoneskin, stone shape
9th seeming, wall of stone

Twister

Starting at 1st level, you can cause a magical sandstorm to manifest as a nearby twister. When you cast a spell of 1st level or higher on your turn, you can use a bonus action to create a twister in a 5-foot cube in a space you can see within 30 feet of you. A Large or smaller creature in the area must succeed on a Strength saving throw against your Spell save DC. A creature that fails the saving throw is pushed up to 10 feet in a direction of your choice. Objects not being worn or carried can be subject to the twister's movement as well.

When you reach 6th level in this class, a creature that fails this saving throw also takes 1d8 bludgeoning damage, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d8 at 10th level, 3d8 at 14th level, and 4d8 at 18th level.

Rock Surf

Starting at 6th level, as a bonus action, while standing on some form of earth, you can call up a 5ft x 5ft slab of stone that appears beneath your feet, and molds itself around them. While you are connected to the slab, your base movement speed increases by 15 feet, and you gain a climbing speed equal to your walking speed when scaling anything made of stone or earth. While this ability does not use concentration, if you take damage while on the stone slab, you must make a concentration saving throw to remain on it. If you fail the saving throw, you fall off the slab causing the ability to end.

At 14th level, you can call up a 10ft x 10ft slab of stone which can fit up to 4 medium sized creatures or one large sized creature. 

Forms of Earth Include: Rock, Dirt, Sand, Mud, Brick, Clay, Gravel & Silt

Force of the Sands

Starting at 6th level, the strength of your earth based spells increases. Whenever you use a Desert Soul subclass feature or cast a spell that deals bludgeoning, piercing, or slashing damage, you can add your proficiency modifier to one damage roll, and the damage of those spells is considered magical for the purpose of overcoming resistance and immunity to nonmagical damage.

Sandstorm Vortex

Starting at 14th level, you can summon the power of the desert to create a whirling sandstorm that disorients and hinders your foes. As an action, you can expend 3 or more sorcery points to create a swirling sandstorm centered on a point you can see within 60 feet. The sandstorm forms a 15-foot radius cylinder that is 30 feet tall. The area within the sandstorm becomes difficult terrain for all creatures except you. Each creature in the area must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 3d10 bludgeoning damage and is blinded until the end of your next turn. On a successful save, a creature takes half damage and is not blinded. The sandstorm's difficult terrain lasts for 1 minute. For each additional sorcery point spent during activation (beyond the initial 3), the damage increases by 1d10 and the radius increases by 5 feet, up to a maximum of 6d10 bludgeoning damage and a 30-foot radius.

Hourglass Figure

Starting at 18th level, you have fully become one with the sand. As an action, you transform into an elemental of sand. This transformation lasts for 10 minutes. You gain the following features in this form. 

  • Gain a flying speed of 60 ft (hover).
  • You don't provoke opportunity attacks.
  • Immunity to the grappled and restrained conditions. 
  • You ignore the effects of difficult terrain.
  • You can pass through creatures and fit into spaces as narrow as 1inch.
  • You gain resistance to bludgeoning and piercing damage. Additionally, you gain immunity to slashing damage. 

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
8/29/2024 2:43:26 PM
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